Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [60166] trunk/blender/build_files/ build_environment/install_deps.sh: Making install_deps. sh correctly see hyperthreading

2013-09-17 Thread Daniel Salazar - 3Developer.com
Great! I will test next time on my uni!

Daniel Salazar
patazstudio.com


On Tue, Sep 17, 2013 at 2:22 AM, Bastien Montagne montagn...@wanadoo.frwrote:

 Not at all! Much simpler than previous solutions, in addition! :D

 On 17/09/2013 09:50, Sergey Sharybin wrote:
  Hi,
 
  Hate to bring it to you guys, but this is still not fully correct ;) The
  code is still unaware of multi-cpu setup.
 
  So, if we already want to use all HT threads, why not to use this: cat
  /proc/cpuinfo  | grep processor | wc -l
 
  Imo, would be nice change while we're on track of CPU usage. Any
 objections
  on this?
 
 
  On Mon, Sep 16, 2013 at 8:38 PM, Daniel Salazarzan...@gmail.com
  wrote:
 
  Revision: 60166
 
 
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=60166
  Author:   zanqdo
  Date: 2013-09-16 14:38:33 + (Mon, 16 Sep 2013)
  Log Message:
  ---
  Making install_deps.sh correctly see hyperthreading
 
  Modified Paths:
  --
   trunk/blender/build_files/build_environment/install_deps.sh
 
  Modified: trunk/blender/build_files/build_environment/install_deps.sh
  ===
  --- trunk/blender/build_files/build_environment/install_deps.sh
 2013-09-16
  13:24:28 UTC (rev 60165)
  +++ trunk/blender/build_files/build_environment/install_deps.sh
 2013-09-16
  14:38:33 UTC (rev 60166)
  @@ -48,7 +48,7 @@
# Try to link everything statically. Use this to produce portable
  versions of blender.
ALL_STATIC=false
 
  -THREADS=`cat /proc/cpuinfo | grep cores | uniq | sed -e s/.*:
  *\(.*\)/\\1/`
  +THREADS=`cat /proc/cpuinfo | grep siblings | uniq | sed -e s/.*:
  *\(.*\)/\\1/`
if [ -z $THREADS ]; then
  THREADS=1
fi
 
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[Bf-committers] Startup blend

2013-09-13 Thread Daniel Salazar - 3Developer.com
Hi, just built blender from scratch in a newly installed system and
noticed in preferences the temp file comes set up like

C:\Users\kajiyama\AppData\Local\Temp\

oops! :)

Daniel Salazar
patazstudio.com
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [59791] trunk/blender/source/blender/ editors/space_view3d/view3d_fly.c: tweaks to fly mode

2013-09-03 Thread Daniel Salazar - 3Developer.com
[Bastard ZanQdo] Does anyone use flight mode? Users have asked numerous
times for simple *FPS style navigation* and not this weird momentum driven,
uncontrollable.. thing. [/Bastard ZanQdo]

hugs

Daniel Salazar
patazstudio.com


On Tue, Sep 3, 2013 at 7:49 PM, Campbell Barton ideasma...@gmail.comwrote:

 Revision: 59791

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=59791
 Author:   campbellbarton
 Date: 2013-09-04 01:49:20 + (Wed, 04 Sep 2013)
 Log Message:
 ---
 tweaks to fly mode
 - rotating the view is faster.
 - arrow keys work (was only wasd-rf before)
 - when stationary wheel or +/- will set z direction (so mouse wheel always
 sets the fly axis back to z)

 Modified Paths:
 --
 trunk/blender/source/blender/editors/space_view3d/view3d_fly.c

 Modified: trunk/blender/source/blender/editors/space_view3d/view3d_fly.c
 ===
 --- trunk/blender/source/blender/editors/space_view3d/view3d_fly.c
  2013-09-04 01:29:34 UTC (rev 59790)
 +++ trunk/blender/source/blender/editors/space_view3d/view3d_fly.c
  2013-09-04 01:49:20 UTC (rev 59791)
 @@ -159,6 +159,11 @@
 WM_modalkeymap_add_item(keymap, RKEY, KM_PRESS, 0, 0,
 FLY_MODAL_DIR_UP);
 WM_modalkeymap_add_item(keymap, FKEY, KM_PRESS, 0, 0,
 FLY_MODAL_DIR_DOWN);

 +   WM_modalkeymap_add_item(keymap, UPARROWKEY, KM_PRESS, 0, 0,
 FLY_MODAL_DIR_FORWARD);
 +   WM_modalkeymap_add_item(keymap, DOWNARROWKEY, KM_PRESS, 0, 0,
 FLY_MODAL_DIR_BACKWARD);
 +   WM_modalkeymap_add_item(keymap, LEFTARROWKEY, KM_PRESS, 0, 0,
 FLY_MODAL_DIR_LEFT);
 +   WM_modalkeymap_add_item(keymap, RIGHTARROWKEY, KM_PRESS, 0, 0,
 FLY_MODAL_DIR_RIGHT);
 +
 WM_modalkeymap_add_item(keymap, XKEY, KM_PRESS, 0, 0,
 FLY_MODAL_AXIS_LOCK_X);
 WM_modalkeymap_add_item(keymap, ZKEY, KM_PRESS, 0, 0,
 FLY_MODAL_AXIS_LOCK_Z);

 @@ -580,6 +585,12 @@
 double time_currwheel;
 float time_wheel;

 +   /* not quite correct but avoids confusion
 WASD/arrow keys 'locking up' */
 +   if (fly-axis == -1) {
 +   fly-axis = 2;
 +   fly-speed = fabsf(fly-speed);
 +   }
 +
 time_currwheel = PIL_check_seconds_timer();
 time_wheel = (float)(time_currwheel -
 fly-time_lastwheel);
 fly-time_lastwheel = time_currwheel;
 @@ -599,6 +610,12 @@
 double time_currwheel;
 float time_wheel;

 +   /* not quite correct but avoids confusion
 WASD/arrow keys 'locking up' */
 +   if (fly-axis == -1) {
 +   fly-axis = 2;
 +   fly-speed = -fabsf(fly-speed);
 +   }
 +
 time_currwheel = PIL_check_seconds_timer();
 time_wheel = (float)(time_currwheel -
 fly-time_lastwheel);
 fly-time_lastwheel = time_currwheel;
 @@ -806,9 +823,10 @@

  static int flyApply(bContext *C, FlyInfo *fly)
  {
 -#define FLY_ROTATE_FAC 2.5f /* more is faster */
 +#define FLY_ROTATE_FAC 10.0f /* more is faster */
  #define FLY_ZUP_CORRECT_FAC 0.1f /* amount to correct per step */
  #define FLY_ZUP_CORRECT_ACCEL 0.05f /* increase upright momentum each
 step */
 +#define FLY_SMOOTH_FAC 20.0f  /* higher value less lag */

 /* fly mode - Shift+F
  * a fly loop where the user can move move the view as if they are
 flying
 @@ -1052,7 +1070,7 @@
 }

 /* impose a directional lag */
 -   interp_v3_v3v3(dvec, dvec_tmp, fly-dvec_prev,
 (1.0f / (1.0f + (time_redraw * 5.0f;
 +   interp_v3_v3v3(dvec, dvec_tmp, fly-dvec_prev,
 (1.0f / (1.0f + (time_redraw * FLY_SMOOTH_FAC;

 if (rv3d-persp == RV3D_CAMOB) {
 Object *lock_ob = fly-root_parent ?
 fly-root_parent : fly-v3d-camera;

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [59757] trunk/blender/source/blender: Tweaks to New Driver creation behaviour

2013-09-02 Thread Daniel Salazar - 3Developer.com
Humn, I really wish drivers didn't create anything. The vast majority
of drivers do not use mapping other than 1-1 (in my experience). I'd
prefer an easy way to add 1-1 curve when the user wants to instead of
doing stuff the user never asked for!

cheers
Daniel Salazar
patazstudio.com


On Mon, Sep 2, 2013 at 6:28 PM, Joshua Leung aligor...@gmail.com wrote:
 Revision: 59757
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=59757
 Author:   aligorith
 Date: 2013-09-03 00:28:23 + (Tue, 03 Sep 2013)
 Log Message:
 ---
 Tweaks to New Driver creation behaviour

 * 'Show Debug' now enabled for all newly created drivers. For most users, it 
 is
 useful to be able to see this to help figure out what's going on

 * Removed failed experiment of creating new drivers with Generator 
 FModifiers. I
 had hoped that this would make it easier to create drivers that doubled or
 halved the input values, but that has proved to not be the case, and instead
 made harder for most users to set things up (as they'd have to remove these
 first).

 Now, when adding drivers from the UI, these get created with two keyframes (at
 (0,0) and (1,1) for a 1-1 mapping), which can be easily tweaked normally.

 However, for backwards compatability of scripts (notably rigify, and perhaps
 some others out there), when creating drivers from scripts, they will still 
 get
 created with Generator FModifiers for now. We can review this situation again
 for 2.7, but for now it seems ok.

 Modified Paths:
 --
 trunk/blender/source/blender/editors/animation/drivers.c
 trunk/blender/source/blender/editors/animation/keyframing.c
 trunk/blender/source/blender/editors/include/ED_keyframing.h
 trunk/blender/source/blender/python/intern/bpy_rna_anim.c

 Modified: trunk/blender/source/blender/editors/animation/drivers.c
 ===
 --- trunk/blender/source/blender/editors/animation/drivers.c2013-09-02 
 23:32:21 UTC (rev 59756)
 +++ trunk/blender/source/blender/editors/animation/drivers.c2013-09-03 
 00:28:23 UTC (rev 59757)
 @@ -75,7 +75,8 @@
   * for the given Animation Data block. This assumes that all the 
 destinations are valid.
   *
   * - add:  0 - don't add anything if not found,
 - * 1 - add new Driver FCurve,
 + * 1 - add new Driver FCurve (with keyframes for visual 
 tweaking),
 + * 2 - add new Driver FCurve (with generator, for script 
 backwards compatability)
   * -1 - add new Driver FCurve without driver stuff (for 
 pasting)
   */
  FCurve *verify_driver_fcurve(ID *id, const char rna_path[], const int 
 array_index, short add)
 @@ -114,11 +115,38 @@

 /* if add is negative, don't init this data yet, since it 
 will be filled in by the pasted driver */
 if (add  0) {
 +   BezTriple *bezt;
 +   size_t i;
 +
 /* add some new driver data */
 fcu-driver = MEM_callocN(sizeof(ChannelDriver), 
 ChannelDriver);
 +   fcu-driver-flag |= DRIVER_FLAG_SHOWDEBUG;

 -   /* add simple generator modifier for driver so that 
 there is some visible representation */
 -   add_fmodifier(fcu-modifiers, 
 FMODIFIER_TYPE_GENERATOR);
 +   /* F-Modifier or Keyframes? */
 +   // FIXME: replace these magic numbers with defines
 +   if (add == 2) {
 +   /* Python API Backwards compatability hack:
 +* Create FModifier so that old scripts won't 
 break
 +* for now before 2.7 series -- (September 4, 
 2013)
 +*/
 +   add_fmodifier(fcu-modifiers, 
 FMODIFIER_TYPE_GENERATOR);
 +   }
 +   else {
 +   /* add 2 keyframes so that user has something 
 to work with
 +* - These are configured to 0,0 and 1,1 to 
 give a 1-1 mapping
 +*   which can be easily tweaked from there.
 +*/
 +   insert_vert_fcurve(fcu, 0.0f, 0.0f, 
 INSERTKEY_FAST);
 +   insert_vert_fcurve(fcu, 1.0f, 1.0f, 
 INSERTKEY_FAST);
 +
 +   /* configure this curve to extrapolate */
 +   for (i = 0, bezt = fcu-bezt;  (i  
 fcu-totvert)  bezt;  i++, bezt++) {
 +   bezt-h1 = bezt-h2 = HD_VECT;
 +   }
 +
 +   fcu-extend = FCURVE_EXTRAPOLATE_LINEAR;
 +   calchandles_fcurve(fcu);
 +   }
   

Re: [Bf-committers] Trusted blend files and scripted drivers bug and annoyance

2013-08-09 Thread Daniel Salazar - 3Developer.com
I'm also having problems with students in the simple case of a #frame
driver in cycles seed. I can never be sure they all have the enable python
setting on in all the computers they use even if I tell them to enable it,
this stuff is just never guaranteed in the real world because people forget
this stuff. Of course renders turn out useless because of fixed noise.

Daniel Salazar
patazstudio.com


On Fri, Aug 9, 2013 at 2:30 PM, Jace Priester 
jacepries...@threespaceimaging.com wrote:

 I expressed a lot of disagreement with the Trusted feature when there was
 talk about implementing it, and I'm here to voice a complaint again now
 that it has become a problem.

 I have created an animation using a scripted expression driver and that
 driver's value evaluates to zero. I did not notice the Continue Untrusted
 button appear at the top right. I've spent hours trying to figure out why
 scripted drivers don't work, only to save and reload and then be prompted
 to Reload Trusted. This has been a gigantic waste of my time and is
 precisely the reason I did not want this trusted junk in the first place.

 I am aware of the command line options to disable it, but I never expected
 to have to do that. I understand the Reload Trusted prompt when opening a
 file. However, when I create a brand new driver and enter the expression
 myself it should work immediately. In any case, it damn sure should not
 show a value of zero without a notice right next to it that it skipped
 evaluation entirely. As-is, this is very misleading and indicates that the
 expression did in fact resolve to a value of zero.
 --


 --
 Jace Priester
 Threespace Imaging
 jacepries...@threespaceimaging.com
 559-284-0904
 --
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Re: [Bf-committers] Weekly developer meeting, July 14, 2013

2013-07-14 Thread Daniel Salazar - 3Developer.com
Ehm, isn't it super fast too?
Daniel Salazar
patazstudio.com


On Sun, Jul 14, 2013 at 8:25 PM, Tom M letter...@gmail.com wrote:
 Knapp,

 Why do we need/want OpenSubdiv? Don't we have a lot of stuff that does
 the same thing? For example, subsurface seam strength and Bevel
 weighted edges and, Dynamictopo?

 compatibility with the subdivision surface interpolation of other studios.

 LetterRip
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Re: [Bf-committers] Python security - proposal

2013-06-09 Thread Daniel Salazar - 3Developer.com
Steps to bypass all the measures being proposed in the sake of security:

1. Take a sintel rig file and add the two liner needed to delete your HD in
line 700 of one of the scripts.
2. People download this blend file and of course it doesn't work because
the blend file was designed to use scripts right? After taking a quick look
to the scripts they look legit.
3. A message appears saying something like Sorry this file relies on
python scripts to autorun and that is disabled by default.
4. User proceeds to enable the loading of scripts.
5. User's HD is deleted.

IMO you're not solving any security loopholes with this stuff. Just making
it harder for blend files to be run as *they were designed*. It's easy to
say just change the default but defaults don't work with teams of mixed
environments, with members in different parts of the world, different
levels of blender experience (or none at all).

Again, python in Blender is everywhere! This is pretty much a flag that
tells Blender to NOT work as intended because some security issue that has
never happened.

Please come up with a proper solution before pushing an idealistic method
that will do nothing to protect users in the real world.

kind regards,

Daniel Salazar
patazstudio.com


On Sun, Jun 9, 2013 at 7:02 AM, Ton Roosendaal t...@blender.org wrote:

 Hi all,

 Back to practical solutions we can work on for the next release!
 Here's a proposal I think has a wide consensus:

 1) Trusted source for autorun scripts gets default disabled.

 2) On loading a .blend with autorun script, we notify a user of that. How
 that UI will work exactly has a number of solutions we can investigate
 further. I suggest Campbell to investigate it and test some ideas and
 propose that here.

 The above should be a real 2.68 target.
 Further actions we can take:

 3) Implement a friendly (easy to use) way for marking/defining .blend
 files to be always be trusted. Also here a number of solutions are
 possible, like preset directories for where such files are located, or a
 way to sign personally saved files. Or both.

 I propose Campbell to investigate that further too with some people and
 come with a final proposal for it.

 4) Cleanup Blender file writing code itself as well. Like stop using /tmp
 for files, and enforce relative paths for (automatic) output file writing.

 5) Figure out if there's any way to detect malicious scripts...

 6) Kick Python.org and/or support the PyPy project to get 3.x Python
 secured somehow.


 -Ton-

 
 Ton Roosendaal  -  t...@blender.org   -   www.blender.org
 Chairman Blender Foundation - Producer Blender Institute
 Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



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Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-05-03 Thread Daniel Salazar - 3Developer.com
Alexander you could check this paper out that improves upon our
existing bone heat weighting method. Very useful!

http://s5.cse.msu.edu/~cse872/papers_files/BoneGlowImprovedWeightAssignment.pdf
Daniel Salazar
patazstudio.com


On Thu, Apr 25, 2013 at 10:02 AM, Alexander Pinzon Fernandez
apinz...@gmail.com wrote:
 Automatic Skeleton Extraction

 Alexander Pinzon Fernandez

 Email: apinz...@gmail.com


 Short description:

 The character animation is generally done with skeletons that control each
 joint in the character which drastically simplifies the animation process.
 The construction of the skeleton given a polygon mesh is a task typically
 performed by an artist. This project proposes to implement a method for
 extracting the skeleton automatically given a polygon mesh.



 *Name*: Alexander Pinzon Fernandez

 *Email*: apinz...@gmail.com

 *IRC*: apinzonf

 *www*: http://apinzonf.wordpress.com/,
 http://wiki.blender.org/index.php/User:Apinzonf

 *Additional Contact Info*

 *Phone*: +57 300 2 92 74 30

 *Physical Address*: Cr 81 H No 42a-58 sur Bogota-Colombia


 Synopsis

 The character animation is generally done with skeletons that control each
 joint in the character which drastically simplifies the animation process.
 The construction of the skeleton given a polygon mesh is a task typically
 performed by an artist. This project proposes to implement a method for
 extracting the skeleton automatically given a polygon mesh.

 This method iteratively contracts the shape in the reverse direction of the
 curvature flow, with a constraint that forces the contracted model will
 closely match the original. In each iteration eliminates details. After the
 model volume is close to zero is passed to the next stage in which through
 a special surface simplification method removes vertices to obtain a 1D
 structure.

 Paper used:

 AU, Oscar Kin-Chung, et al. Skeleton extraction by mesh contraction.  ACM
 Transactions on Graphics (TOG). ACM, 2008. p. 44.


 Benefits to Blender

 This project proposes a new tool for blender user that requires extract the
 skeleton of polygon meshes.

 This method allows to obtain the skeleton of a polygon mesh quickly and
 automatically.

 This method is insensitive to noise because it uses a smoothing algorithm
 for contraction which removes the noise and detail in each iteration.


 Deliverables

1. A new skeleton extraction tool for Blender.
2. Some pages of documentation to be included in the manual
3. A technical document for developers to improve the method in the
future.
4. A tutorial explaining the use of the tool.


 Project Details

 The project would divide into seven parts:

1. Iteratively contracting the mesh until the volume is close to zero.
2. Simplifying polygon mesh to obtain a 1D structure (skeleton).
3. Relocating skeleton nodes in the center of each segment.
4. Create vertex groups for each node of the skeleton.
5. Converting a 1D polygon mesh into an armature.
6. Link vertex groups to bones of the armature.
7. Generation of the documentation and tutorials.


 Project Schedule

- *2 Weeks:-   May 27 – Jun 09:* Iteratively contracting the
mesh until the volume is close to zero.
- *3 Weeks:-   Jun 10 – Jun 31:* Simplifying polygon mesh to
obtain a 1D structure (skeleton).
- *2 Weeks:-   Jul 01 – Jul 14:* Relocating skeleton nodes in
the center of each segment.
- *2 Weeks:-   Jul 15 – Jul 28:* Create vertex groups for each
node of the skeleton.
- *3 Weeks:-   Jul 29 – Aug 18:* Converting a 1D polygon mesh
into an armature.
- *2 Weeks:-   Aug 19 – Sep 01:* Link vertex groups to bones of
the armature..
- *1 Weeks:-   Sep 02 – Sep 08:* Testing the tool and Define and
implement graphical user integration.
- *2 Weeks:-   Sep 09 – Sep 22:* Generation of the documentation
and tutorials.


 Bio

 I graduated as systems engineer in Colombia in 2007.

 I am a MSc computer science student at National University of Colombia.

 Skeleton extraction and mesh smoothing are the research topics of my MSc. I
 am use CGAL, Graphite and Qt libraries.

 Since 2007 I am a member of the Bioingenium Research Group of National
 University of Colombia.

 I have been using Blender for about 10 years. I was working on the develop
 of a operator to remove noise from a mesh at GSOC 2012 – Blender suchi
 branch “Mesh Smoothing for 3d Scan Data”.


 WORK EXPERIENCE:

 2012 Google Summer of Code – Blender Foundation: “Mesh Smoothing for 3d
 Scan Data”.

 2010 - Scire Foundation, Software Architect:

 Design and development of web services data, hibernate and oracle.

 Programming GUI with RichFaces.

 Library of generic manipulation of trees, based on Java reflection
 techniques.

 2005 - 2007  Sigtech, LTDA, Developer Engineer:

 SIGC  System  Development  for  the  Departamento  Administrativo  de
 Catastro  

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-25 Thread Daniel Salazar - 3Developer.com
We have had a number of automated armature tools in the past that
never really delivered something usable in production. It is my
opinion that rigging has a long way to go before it can be automated.
The creation and positioning of bones is not only critical to a good
rig but also not that hard to do technically.. meaning it would take
me the same amount of time or more to fix the automated results than
to do it right from scratch :( Hope that helps even if it's a
negative opinion.

Daniel
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [55505] trunk/blender/source/blender/ editors/space_node/node_draw.c: Nodes editor,

2013-03-22 Thread Daniel Salazar - 3Developer.com
Wow =-O
On Mar 22, 2013 6:57 AM, Pablo Vazquez venom...@gmail.com wrote:

 Revision: 55505

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=55505
 Author:   venomgfx
 Date: 2013-03-22 12:57:32 + (Fri, 22 Mar 2013)
 Log Message:
 ---
 Nodes editor,
 Draw an extra outline on hidden nodes that have custom colors, otherwise
 you can't recognize them unless you unhide.

 Example: http://pasteall.org/pic/show.php?id=42359

 Modified Paths:
 --
 trunk/blender/source/blender/editors/space_node/node_draw.c

 Modified: trunk/blender/source/blender/editors/space_node/node_draw.c
 ===
 --- trunk/blender/source/blender/editors/space_node/node_draw.c 2013-03-22
 12:00:29 UTC (rev 55504)
 +++ trunk/blender/source/blender/editors/space_node/node_draw.c 2013-03-22
 12:57:32 UTC (rev 55505)
 @@ -975,7 +975,19 @@
 glDisable(GL_LINE_SMOOTH);
 glDisable(GL_BLEND);
 }
 -
 +
 +/* custom color inline */
 +if (node-flag  NODE_CUSTOM_COLOR) {
 +glEnable(GL_BLEND);
 +glEnable(GL_LINE_SMOOTH);
 +
 +glColor3fv(node-color);
 +uiDrawBox(GL_LINE_LOOP, rct-xmin + 1, rct-ymin + 1, rct-xmax
 -1, rct-ymax - 1, hiddenrad);
 +
 +glDisable(GL_LINE_SMOOTH);
 +glDisable(GL_BLEND);
 +}
 +
 /* title */
 if (node-flag  SELECT)
 UI_ThemeColor(TH_SELECT);

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Re: [Bf-committers] Patch for adding Remove Doubles functionality to Decimate modifier

2013-01-14 Thread Daniel Salazar - 3Developer.com
Nicholas Bishop once talked about a bmesh modifier where you can use any
bmesh operator like symmetrice, remove doubles etc. Modifiers are too
specialized already, following the path of the current particle system
where very specific functionality is added will not benefit us in the long
run but make things messier. +1 on making simple separate functionality
that we will be able to easily replicate in a future node modifier system!

Daniel Salazar
patazstudio.com


On Mon, Jan 14, 2013 at 12:31 PM, Thomas Dinges blen...@dingto.org wrote:

 I would put it into the existing Decimate Modifier.

 Am 14.01.2013 19:30, schrieb Mikhail Rachinskiy:
  +1 for a separate Remove Doubles modifier.
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Re: [Bf-committers] Bachelor-thesis

2012-12-18 Thread Daniel Salazar - 3Developer.com
Hi Mathias, It's always a good idea to start with one of the easy hacks
that have been compiled specially because they are a good introduction to
Blender coding, ie: not touching a million parts of the code

http://wiki.blender.org/index.php/Dev:Doc/Quick_Hacks

welcome and have fun!

Daniel Salazar
patazstudio.com



On Tue, Dec 18, 2012 at 11:32 AM, Pål Mathias Ellefsen
palel...@gmail.comwrote:

 Hi blender developers

 My name is Paal and I am currently looking for a bachelor-thesis for my
 Computer Engineering degree. I thought I could use this opportunity to use
 my thesis to contribute to the blender development community.But this
 is my first time with open source development and I do not know how I can
 contribute to this community. I have about 300 work hours to contribute to
 the project and I would very like to receive any suggestions on which field
 I can contribute into:

 Languages I have worked with :
  Visual Basic .NET, C++, C#, Java, HTML, JavaScript, CSS, XML,HLSL, GLSL,
 Oracle SQL, PostgreSQL, MS SQL, Windows Batch, PHP, Objective-C

 Frameworks, SDKs and etc.: .
 NET, .NET Compact, XNA, Android SDK, OpenGL, ASP.NET, WiX, Jquery, Windows
 Mobile SDK, Google Web Toolkit, Java RMI, .NETInstaller, 3DS Max, Java
 Server Pages, Razor,DirectX, Smarty, Ajax, Linux Shell (Bash), Windows
 Batch, Windows OS, Linux Ubuntu OS, XCode, Git,SVN

 Looking forward for your replies.

 Regards Paal
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Re: [Bf-committers] Syntax Highlighting for OSL - Question

2012-12-18 Thread Daniel Salazar - 3Developer.com
Sounds good, however I'd prefer the syntax selection be automatic based on
the extension, like it is already for other things related to py vs osl.
One less menu or button is always good!

Daniel Salazar
patazstudio.com



On Tue, Dec 18, 2012 at 5:11 PM, patrick boelens p_boel...@msn.com wrote:


 Hey everyone,

 I just added a new patch for OSL syntax highlighting in the Text Editor
 which I thought people might find useful. Personally I would love a bit
 more color variation, which is why I did the request in the code comments
 of giving decorators their own color, and also why I'll probably give OSL's
 data types (int, void, closure) a unique one for myself as well. I figured
 I'd ask here to see how others would feel about having the same added in
 trunk rather than just tossing it in there along with the rest of my patch.

 Hope somebody finds this useful, cheers!
 -Patrick

 The patch:
 http://projects.blender.org/tracker/index.php?func=detailaid=33609

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Re: [Bf-committers] Syntax Highlighting for OSL - Question

2012-12-18 Thread Daniel Salazar - 3Developer.com
Don't think so, the practice of using the extension is already in place

see py
http://www.pasteall.org/pic/42060

vs osl
http://www.pasteall.org/pic/show.php?id=42059

This is a place where you don't have to be smart. It's a
simple syntax highlighting, why would it even be an option? Who would want
to disable syntax highlighting and why? Blender's UI is already filled with
options.

cheers

Daniel Salazar
patazstudio.com



On Tue, Dec 18, 2012 at 5:31 PM, patrick boelens p_boel...@msn.com wrote:


 I thought about that, but it seemed weird and cumbersome having to always
 end your file names in .py or .osl before (correct) highlighting can occur.
 (Maybe it's just me being lazy but I never end in either extension when
 working in Blender.) Maybe we could have a combination of the two (keep the
 option, but be smart about it)?

 For example:
 - New file  -  syntax = Python
 - Switch to my_shader.osl  -  syntax = OSL
 - New file  -  syntax = OSL (persistent from previous file)

 -Patrick

  From: zan...@gmail.com
  Date: Tue, 18 Dec 2012 17:13:30 -0600
  To: bf-committers@blender.org
  Subject: Re: [Bf-committers] Syntax Highlighting for OSL - Question
 
  Sounds good, however I'd prefer the syntax selection be automatic based
 on
  the extension, like it is already for other things related to py vs osl.
  One less menu or button is always good!
 
  Daniel Salazar
  patazstudio.com
 
 
 
  On Tue, Dec 18, 2012 at 5:11 PM, patrick boelens p_boel...@msn.com
 wrote:
 
  
   Hey everyone,
  
   I just added a new patch for OSL syntax highlighting in the Text Editor
   which I thought people might find useful. Personally I would love a bit
   more color variation, which is why I did the request in the code
 comments
   of giving decorators their own color, and also why I'll probably give
 OSL's
   data types (int, void, closure) a unique one for myself as well. I
 figured
   I'd ask here to see how others would feel about having the same added
 in
   trunk rather than just tossing it in there along with the rest of my
 patch.
  
   Hope somebody finds this useful, cheers!
   -Patrick
  
   The patch:
   http://projects.blender.org/tracker/index.php?func=detailaid=33609
  
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Re: [Bf-committers] Syntax Highlighting for OSL - Question

2012-12-18 Thread Daniel Salazar - 3Developer.com
Inside a menu is better, yes. For disabling automatic syntax highlighting
(again I don't know why but what ever). The rest should just work

Daniel Salazar
patazstudio.com



On Tue, Dec 18, 2012 at 6:11 PM, Thomas Dinges blen...@dingto.org wrote:

 I disagree with that.
 A new button inside of a menu in the text editor won't harm.

 Thanks for the patch Patrick, a welcome addition. I have not looked at the
 code yet, but OSL syntax highlighting in trunk should be added. +1

 Best regards, Thomas

 Daniel Salazar - 3Developer.com zan...@gmail.com schrieb:

 Don't think so, the practice of using the extension is already in place
 
 see py
 http://www.pasteall.org/pic/42060
 
 vs osl
 http://www.pasteall.org/pic/show.php?id=42059
 
 This is a place where you don't have to be smart. It's a
 simple syntax highlighting, why would it even be an option? Who would want
 to disable syntax highlighting and why? Blender's UI is already filled
 with
 options.
 
 cheers
 
 Daniel Salazar
 patazstudio.com
 
 
 
 On Tue, Dec 18, 2012 at 5:31 PM, patrick boelens p_boel...@msn.com
 wrote:
 
 
  I thought about that, but it seemed weird and cumbersome having to
 always
  end your file names in .py or .osl before (correct) highlighting can
 occur.
  (Maybe it's just me being lazy but I never end in either extension when
  working in Blender.) Maybe we could have a combination of the two (keep
 the
  option, but be smart about it)?
 
  For example:
  - New file  -  syntax = Python
  - Switch to my_shader.osl  -  syntax = OSL
  - New file  -  syntax = OSL (persistent from previous file)
 
  -Patrick
 
   From: zan...@gmail.com
   Date: Tue, 18 Dec 2012 17:13:30 -0600
   To: bf-committers@blender.org
   Subject: Re: [Bf-committers] Syntax Highlighting for OSL - Question
  
   Sounds good, however I'd prefer the syntax selection be automatic
 based
  on
   the extension, like it is already for other things related to py vs
 osl.
   One less menu or button is always good!
  
   Daniel Salazar
   patazstudio.com
  
  
  
   On Tue, Dec 18, 2012 at 5:11 PM, patrick boelens p_boel...@msn.com
  wrote:
  
   
Hey everyone,
   
I just added a new patch for OSL syntax highlighting in the Text
 Editor
which I thought people might find useful. Personally I would love a
 bit
more color variation, which is why I did the request in the code
  comments
of giving decorators their own color, and also why I'll probably
 give
  OSL's
data types (int, void, closure) a unique one for myself as well. I
  figured
I'd ask here to see how others would feel about having the same
 added
  in
trunk rather than just tossing it in there along with the rest of my
  patch.
   
Hope somebody finds this useful, cheers!
-Patrick
   
The patch:
http://projects.blender.org/tracker/index.php?func=detailaid=33609
   
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Re: [Bf-committers] Fresh build launch error

2012-12-13 Thread Daniel Salazar - 3Developer.com
Thank you Brecht. Now I'm getting a math module error

http://www.pasteall.org/38005

After that I svn up, deleted by build folder, ran install_deps again (which
had some updates), configured cmake like this:

cmake -D BOOST_ROOT=/opt/lib/boost -D Boost_NO_SYSTEM_PATHS=ON -D
WITH_CODEC_FFMPEG=ON -D FFMPEG=/opt/lib/ffmpeg -D
FFMPEG_LIBRARIES='avformat;avcodec;avutil;avdevice;swscale;rt;theora;theoradec;theoraenc;vorbis;vorbisenc;vorbisfile;openjpeg'
../source/

And built. Still the same error

Daniel Salazar
patazstudio.com



On Thu, Dec 13, 2012 at 2:00 AM, Brecht Van Lommel 
brechtvanlom...@pandora.be wrote:

 Hi,

 I committed some changes now which might fix it, but it's guesswork as
 I couldn't redo the issue. If that still doesn't work, maybe try a
 fresh svn checkout or clean the build directory entirely .. I'm not
 sure what else might be causing this.

 Brecht.

 On Tue, Dec 11, 2012 at 11:48 PM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
  And this are the lib links for the binary
 
  http://www.pasteall.org/37933
 
  Daniel Salazar
  patazstudio.com
 
 
 
  On Tue, Dec 11, 2012 at 3:36 PM, Daniel Salazar - 3Developer.com 
  zan...@gmail.com wrote:
 
  Hi, I just built trunk svn and it's failing on launch with this error
 
  http://www.pasteall.org/37930
 
  cheers
 
  Daniel Salazar
  patazstudio.com
 
 
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[Bf-committers] Using install_deps.sh on SuSE 12.2

2012-12-11 Thread Daniel Salazar - 3Developer.com
Hi people, I'm trying to install deps using the script on a fresh SuSE 12.2
64bit install

Currently I'm having trouble with ffmpeg

http://p3d-dev.dyndns.org/proto

any ideas?


Daniel Salazar
patazstudio.com
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Re: [Bf-committers] Using install_deps.sh on SuSE 12.2

2012-12-11 Thread Daniel Salazar - 3Developer.com
Sorry correct link is http://www.pasteall.org/37927

Daniel Salazar
patazstudio.com



On Tue, Dec 11, 2012 at 1:37 PM, Daniel Salazar - 3Developer.com 
zan...@gmail.com wrote:

 Hi people, I'm trying to install deps using the script on a fresh SuSE
 12.2 64bit install

 Currently I'm having trouble with ffmpeg

 http://p3d-dev.dyndns.org/proto

 any ideas?


 Daniel Salazar
 patazstudio.com


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Re: [Bf-committers] Using install_deps.sh on SuSE 12.2

2012-12-11 Thread Daniel Salazar - 3Developer.com
Oh yeah! thanks!

Daniel Salazar
patazstudio.com



On Tue, Dec 11, 2012 at 1:45 PM, Sergey Sharybin sergey@gmail.comwrote:

 Should be fixed now :)


 On Wed, Dec 12, 2012 at 1:39 AM, Daniel Salazar - 3Developer.com 
 zan...@gmail.com wrote:

  Sorry correct link is http://www.pasteall.org/37927
 
  Daniel Salazar
  patazstudio.com
 
 
 
  On Tue, Dec 11, 2012 at 1:37 PM, Daniel Salazar - 3Developer.com 
  zan...@gmail.com wrote:
 
   Hi people, I'm trying to install deps using the script on a fresh SuSE
   12.2 64bit install
  
   Currently I'm having trouble with ffmpeg
  
   http://p3d-dev.dyndns.org/proto
  
   any ideas?
  
  
   Daniel Salazar
   patazstudio.com
  
  
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 --
 With best regards, Sergey Sharybin
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[Bf-committers] Fresh build launch error

2012-12-11 Thread Daniel Salazar - 3Developer.com
Hi, I just built trunk svn and it's failing on launch with this error

http://www.pasteall.org/37930

cheers

Daniel Salazar
patazstudio.com
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Re: [Bf-committers] Fresh build launch error

2012-12-11 Thread Daniel Salazar - 3Developer.com
And this are the lib links for the binary

http://www.pasteall.org/37933

Daniel Salazar
patazstudio.com



On Tue, Dec 11, 2012 at 3:36 PM, Daniel Salazar - 3Developer.com 
zan...@gmail.com wrote:

 Hi, I just built trunk svn and it's failing on launch with this error

 http://www.pasteall.org/37930

 cheers

 Daniel Salazar
 patazstudio.com


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Re: [Bf-committers] BBB Of topic but funny

2012-12-07 Thread Daniel Salazar - 3Developer.com
Could be a prestigious member of the Ministry of Silly Walks

Daniel Salazar
patazstudio.com


On Fri, Dec 7, 2012 at 4:52 PM, Michael Fox mfoxd...@gmail.com wrote:
 Brilliant deductions sherlock :P

 On 08/12/12 06:49, Nathan Vegdahl wrote:
 It looks to me like the kid is intentionally affecting that walk, not
 like that is his normal walk.  I think he's trying to be silly.

 On Wed, Dec 5, 2012 at 3:51 PM, Harley Acheson harley.ache...@gmail.com 
 wrote:
 Douglas,

 So the reason for this email was to say have a laugh at the
 fat kid who is walking funny?  I highly doubt the kid posted the
 image himself so that others could laugh at him, so it seems
 mean-spirited to forward it to a group list in this way. Best to
 leave that to your Facebook friends.

 Maybe I'm overreacting but I'm a bit sensitive about bullying
 behavior.

 Harley
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [52130] trunk/blender: build fix: recent commit broke building on 64bit linux

2012-11-23 Thread Daniel Salazar - 3Developer.com
Hi Bastien, thanks for your reply. I haven't been able to do it yet,
for now i dissabled international but I'm getting blurry text in some
places :( Will have to update my distro i guess!

cheers

Daniel Salazar
patazstudio.com


On Mon, Nov 12, 2012 at 1:48 AM, Bastien Montagne montagn...@wanadoo.fr wrote:
 Hi Daniel,

 You are probably using your distrib's boost libs? In this case, you have
 to install boost-locale-dev package as well… ;)

 On 12/11/2012 04:56, Daniel Salazar - 3Developer.com wrote:
 Hi Cambo, Unfortunately building is still failing here

 http://www.pasteall.org/37134

 Daniel Salazar
 patazstudio.com


 On Sun, Nov 11, 2012 at 9:37 PM, Campbell Bartonideasma...@gmail.comwrote:

 Revision: 52130

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=52130
 Author:   campbellbarton
 Date: 2012-11-12 03:37:28 + (Mon, 12 Nov 2012)
 Log Message:
 ---
 build fix: recent commit broke building on 64bit linux

 Modified Paths:
 --
  trunk/blender/doc/python_api/rst/info_gotcha.rst
  trunk/blender/source/blender/editors/gpencil/gpencil_paint.c
  trunk/blender/source/blender/makesdna/DNA_gpencil_types.h

 Modified: trunk/blender/doc/python_api/rst/info_gotcha.rst
 ===
 --- trunk/blender/doc/python_api/rst/info_gotcha.rst2012-11-12
 03:26:40 UTC (rev 52129)
 +++ trunk/blender/doc/python_api/rst/info_gotcha.rst2012-11-12
 03:37:28 UTC (rev 52130)
 @@ -130,7 +130,7 @@
   * Exit edit-mode before running the tool.
   * Explicitly update the mesh by calling
 :class:`bmesh.types.BMesh.to_mesh`.
   * Modify the script to support working on the edit-mode data directly,
 see: :mod:`bmesh.from_edit_mesh`.
 -* Report the context as incorrect and only allow the script to run when
 editmode is disabled.
 +* Report the context as incorrect and only allow the script to run
 outside edit-mode.


   .. _info_gotcha_mesh_faces:

 Modified: trunk/blender/source/blender/editors/gpencil/gpencil_paint.c
 ===
 --- trunk/blender/source/blender/editors/gpencil/gpencil_paint.c
   2012-11-12 03:26:40 UTC (rev 52129)
 +++ trunk/blender/source/blender/editors/gpencil/gpencil_paint.c
   2012-11-12 03:37:28 UTC (rev 52130)
 @@ -780,7 +780,7 @@
  float delta = pt_tmp[1].time;
  int j;

 -   gps-inittime += delta;
 +   gps-inittime += (double)delta;

  pts = gps-points;
  for (j = 0; j  gps-totpoints; j++, pts++) {
 @@ -817,7 +817,7 @@
  float delta = pt_tmp[i].time;
  int j;

 -   gsn-inittime += delta;
 +   gsn-inittime += (double)delta;

  pts = gsn-points;
  for (j = 0; j  gsn-totpoints; j++, pts++) {

 Modified: trunk/blender/source/blender/makesdna/DNA_gpencil_types.h
 ===
 --- trunk/blender/source/blender/makesdna/DNA_gpencil_types.h   2012-11-12
 03:26:40 UTC (rev 52129)
 +++ trunk/blender/source/blender/makesdna/DNA_gpencil_types.h   2012-11-12
 03:37:28 UTC (rev 52130)
 @@ -56,10 +56,8 @@

  short thickness;/* thickness of stroke (currently
 not used) */
  short flag; /* various settings about
 this stroke */
 -
 -   float pad;
 +
  double inittime;/* Init time of stroke */
 -   float pad2;
   } bGPDstroke;

   /* bGPDstroke-flag */

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [52130] trunk/blender: build fix: recent commit broke building on 64bit linux

2012-11-11 Thread Daniel Salazar - 3Developer.com
Hi Cambo, Unfortunately building is still failing here

http://www.pasteall.org/37134

Daniel Salazar
patazstudio.com


On Sun, Nov 11, 2012 at 9:37 PM, Campbell Barton ideasma...@gmail.comwrote:

 Revision: 52130

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=52130
 Author:   campbellbarton
 Date: 2012-11-12 03:37:28 + (Mon, 12 Nov 2012)
 Log Message:
 ---
 build fix: recent commit broke building on 64bit linux

 Modified Paths:
 --
 trunk/blender/doc/python_api/rst/info_gotcha.rst
 trunk/blender/source/blender/editors/gpencil/gpencil_paint.c
 trunk/blender/source/blender/makesdna/DNA_gpencil_types.h

 Modified: trunk/blender/doc/python_api/rst/info_gotcha.rst
 ===
 --- trunk/blender/doc/python_api/rst/info_gotcha.rst2012-11-12
 03:26:40 UTC (rev 52129)
 +++ trunk/blender/doc/python_api/rst/info_gotcha.rst2012-11-12
 03:37:28 UTC (rev 52130)
 @@ -130,7 +130,7 @@
  * Exit edit-mode before running the tool.
  * Explicitly update the mesh by calling
 :class:`bmesh.types.BMesh.to_mesh`.
  * Modify the script to support working on the edit-mode data directly,
 see: :mod:`bmesh.from_edit_mesh`.
 -* Report the context as incorrect and only allow the script to run when
 editmode is disabled.
 +* Report the context as incorrect and only allow the script to run
 outside edit-mode.


  .. _info_gotcha_mesh_faces:

 Modified: trunk/blender/source/blender/editors/gpencil/gpencil_paint.c
 ===
 --- trunk/blender/source/blender/editors/gpencil/gpencil_paint.c
  2012-11-12 03:26:40 UTC (rev 52129)
 +++ trunk/blender/source/blender/editors/gpencil/gpencil_paint.c
  2012-11-12 03:37:28 UTC (rev 52130)
 @@ -780,7 +780,7 @@
 float delta = pt_tmp[1].time;
 int j;

 -   gps-inittime += delta;
 +   gps-inittime += (double)delta;

 pts = gps-points;
 for (j = 0; j  gps-totpoints; j++, pts++) {
 @@ -817,7 +817,7 @@
 float delta = pt_tmp[i].time;
 int j;

 -   gsn-inittime += delta;
 +   gsn-inittime += (double)delta;

 pts = gsn-points;
 for (j = 0; j  gsn-totpoints; j++, pts++) {

 Modified: trunk/blender/source/blender/makesdna/DNA_gpencil_types.h
 ===
 --- trunk/blender/source/blender/makesdna/DNA_gpencil_types.h   2012-11-12
 03:26:40 UTC (rev 52129)
 +++ trunk/blender/source/blender/makesdna/DNA_gpencil_types.h   2012-11-12
 03:37:28 UTC (rev 52130)
 @@ -56,10 +56,8 @@

 short thickness;/* thickness of stroke (currently
 not used) */
 short flag; /* various settings about
 this stroke */
 -
 -   float pad;
 +
 double inittime;/* Init time of stroke */
 -   float pad2;
  } bGPDstroke;

  /* bGPDstroke-flag */

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [52038] trunk/blender/source/blender/ editors/interface/interface_handlers.c: Usability:

2012-11-09 Thread Daniel Salazar - 3Developer.com
Oh please make this also work for ramps, they can be pretty hard to
control precisely

cheers!

Daniel Salazar
patazstudio.com


On Fri, Nov 9, 2012 at 7:33 AM, Ton Roosendaal t...@blender.org wrote:

 Revision: 52038

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=52038
 Author:   ton
 Date: 2012-11-09 13:33:23 + (Fri, 09 Nov 2012)
 Log Message:
 ---
 Usability:

 Made SHIFT+drag mouse in Curve and ColorPicker widgets move with more
 precision.
 This was only working with UserPref continuous grab.

 Modified Paths:
 --
 trunk/blender/source/blender/editors/interface/interface_handlers.c

 Modified:
 trunk/blender/source/blender/editors/interface/interface_handlers.c
 ===
 --- trunk/blender/source/blender/editors/interface/interface_handlers.c
 2012-11-09 11:03:53 UTC (rev 52037)
 +++ trunk/blender/source/blender/editors/interface/interface_handlers.c
 2012-11-09 13:33:23 UTC (rev 52038)
 @@ -279,12 +279,7 @@

  static float ui_mouse_scale_warp_factor(const short shift)
  {
 -   if (U.uiflag  USER_CONTINUOUS_MOUSE) {
 -   return shift ? 0.05f : 1.0f;
 -   }
 -   else {
 -   return 1.0f;
 -   }
 +   return shift ? 0.05f : 1.0f;
  }

  static void ui_mouse_scale_warp(uiHandleButtonData *data,
 @@ -292,16 +287,11 @@
  float *r_mx, float *r_my,
  const short shift)
  {
 -   if (U.uiflag  USER_CONTINUOUS_MOUSE) {
 -   const float fac = ui_mouse_scale_warp_factor(shift);
 -   /* slow down the mouse, this is fairly picky */
 -   *r_mx = (data-dragstartx * (1.0f - fac) + mx * fac);
 -   *r_my = (data-dragstarty * (1.0f - fac) + my * fac);
 -   }
 -   else {
 -   *r_mx = mx;
 -   *r_my = my;
 -   }
 +   const float fac = ui_mouse_scale_warp_factor(shift);
 +
 +   /* slow down the mouse, this is fairly picky */
 +   *r_mx = (data-dragstartx * (1.0f - fac) + mx * fac);
 +   *r_my = (data-dragstarty * (1.0f - fac) + my * fac);
  }

  /* file selectors are exempt from utf-8 checks */

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Re: [Bf-committers] Two details that got away from Blender design concepts

2012-10-30 Thread Daniel Salazar - 3Developer.com
I've been pointed out by Pablo that the same layer behavior is present
on the renderlayer masks. Here I can repeat the exact same points.
Maybe this was a choice made to prevent users from clearing the mask
selection in a time the undo system didn't work too well? Now if you
make a mistake (forget to press shift) you can simply undo

Daniel Salazar
patazstudio.com


On Tue, Oct 30, 2012 at 12:50 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 This are two simple details that are in blender for some time. I
 woudn't pester about this if they weren't getting in the way all the
 time. I'd like to have another discussion about them and hopefully get
 to a solution.

 1) Node editor release confirm

 The tweak (right mouse drag) behavior in the node editor is the only
 place in any other editable part in blender where Release Confirms
 is forced to the user, like it or not. It forces the user to re-think
 the tweak behavior every time he/she switches to another editor. This
 is wrong because tweak is something we should do naturally and
 effortlessly.

 More importantly we have an editing preference for those who like this
 behavior but it's ignored in the node editor:

 http://www.zanqdo.com/tmp/ReleaseConfirm.png

 This hack also fails interestingly on the Detach node operator
 (Alt+Tweak) where it reverts to obeying the preference after the tweak
 so you do have to click to confirm!

 Please let it respect the preference again so everyone can have it as we 
 prefer


 2) Dupli Visibility

 Dupligroup layer visibility toggles work different than any other
 layer toggle in Blender.

 Normally clicking on a slot disables the rest, while shift-clicking on
 a layer adds to the selection. This is in line with everything else in
 blender. But Dupligroup visibility is different. You click on a layer
 and you toggle it while shift clicking does exactly the same.

 This change was made (to my understanding) because of an assumption
 that you usually just want to disable 1 or 2 hidden layers. This might
 be the case for some people but that's just a personal preference. In
 my case for example, for better clarity and cleanness I prefer to only
 enable the layers that have dupli-visible geometry while keeping all
 the rest nicely disabled like this.

 http://www.zanqdo.com/tmp/Dupli_Visibility.png

 So there you go, the assumption is now invalidated and we still have a
 counter intuitive widget that forces the user to click *18 times* in
 order to disable the hidden layers. With the standard system this
 would only take 2 shift clicks.

 On the other hand, for those who still prefer to only disable the
 hidden layers it would also take only 1 or 2 shift-clicks! I can not
 think of a real reason why the standard behavior is ignored here just
 to save a single key press to some users

 thx

 Daniel Salazar
 patazstudio.com
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51363] trunk/blender/intern/cycles: Cycles: object motion blur enabled, so in addition to camera motion, moving

2012-10-16 Thread Daniel Salazar - 3Developer.com
Very nice results. Would it be possible to support per object motion
blur? Of course this is not realistic but it's really useful in
production. I tend to dislike using much mblur for cartoon style
anims, however certain elements (rotating things) do require a large
amount of blut

cheers

Daniel Salazar
patazstudio.com


On Tue, Oct 16, 2012 at 4:48 AM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
 Revision: 51363
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=51363
 Author:   blendix
 Date: 2012-10-16 10:48:19 + (Tue, 16 Oct 2012)
 Log Message:
 ---
 Cycles: object motion blur enabled, so in addition to camera motion, moving
 objects in the scene will also cause motion blur.

 This change does come with a bit of a slow down to the CPU rendering kernel 
 even
 with motion blur disabled, due to extra overhead in handling of object 
 matrices.
 It's a few percentages on simpler scenes, not so noticeable on more complex 
 ones.
 With motion blur enabled rendering is of course also slower as would be 
 expected,
 though from testing especially GPU rendering handles it quite well.

 This does not support motion blur from deforming objects yet, only 
 translation,
 scale and rotation. Deformation blur is probably for another release.

 Modified Paths:
 --
 trunk/blender/intern/cycles/blender/addon/ui.py
 trunk/blender/intern/cycles/kernel/kernel_shader.h
 trunk/blender/intern/cycles/kernel/kernel_types.h

 Modified: trunk/blender/intern/cycles/blender/addon/ui.py
 ===
 --- trunk/blender/intern/cycles/blender/addon/ui.py 2012-10-16 10:29:34 
 UTC (rev 51362)
 +++ trunk/blender/intern/cycles/blender/addon/ui.py 2012-10-16 10:48:19 
 UTC (rev 51363)
 @@ -131,7 +131,7 @@


  class CyclesRender_PT_motion_blur(CyclesButtonsPanel, Panel):
 -bl_label = Camera Motion Blur
 +bl_label = Motion Blur
  bl_options = {'DEFAULT_CLOSED'}

  def draw_header(self, context):

 Modified: trunk/blender/intern/cycles/kernel/kernel_shader.h
 ===
 --- trunk/blender/intern/cycles/kernel/kernel_shader.h  2012-10-16 10:29:34 
 UTC (rev 51362)
 +++ trunk/blender/intern/cycles/kernel/kernel_shader.h  2012-10-16 10:48:19 
 UTC (rev 51363)
 @@ -73,7 +73,7 @@
 /* matrices and time */
  #ifdef __OBJECT_MOTION__
 if(sd-flag  SD_OBJECT_MOTION) {
 -   sd-ob_tfm = object_fetch_transform_motion(kg, sd-object, 
 time, sd-ob_itfm);
 +   sd-ob_tfm = object_fetch_transform_motion(kg, sd-object, 
 ray-time, sd-ob_itfm);
 }
 else {
 sd-ob_tfm = object_fetch_transform(kg, sd-object, 
 OBJECT_TRANSFORM);

 Modified: trunk/blender/intern/cycles/kernel/kernel_types.h
 ===
 --- trunk/blender/intern/cycles/kernel/kernel_types.h   2012-10-16 10:29:34 
 UTC (rev 51362)
 +++ trunk/blender/intern/cycles/kernel/kernel_types.h   2012-10-16 10:48:19 
 UTC (rev 51363)
 @@ -109,7 +109,7 @@
  #define __BACKGROUND_MIS__
  #define __AO__
  #define __CAMERA_MOTION__
 -//#define __OBJECT_MOTION__
 +#define __OBJECT_MOTION__
  #endif

  //#define __SOBOL_FULL_SCREEN__

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51356] trunk/blender: Add BMesh and WM symmetrize operators

2012-10-15 Thread Daniel Salazar - 3Developer.com
Not so fast! This is too cool to exist only as an operator. What about
a modifier? ^_^

awesomesauce

Daniel Salazar
patazstudio.com


On Mon, Oct 15, 2012 at 5:50 PM, Nicholas Bishop
nicholasbis...@gmail.com wrote:
 Revision: 51356
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=51356
 Author:   nicholasbishop
 Date: 2012-10-15 23:50:09 + (Mon, 15 Oct 2012)
 Log Message:
 ---
 Add BMesh and WM symmetrize operators

 * The symmetrize operation makes the input mesh elements symmetrical,
   but unlike mirroring it only copies in one direction. The edges and
   faces that cross the plane of symmetry are split as needed to
   enforce symmetry.

 * The symmetrize operator can be controlled with the direction
   property, which combines the choices of symmetry plane and
   positive-negative/negative-positive. The enum for this is
   BMO_SymmDirection.

 * Added menu items in the top-level Mesh menu and the WKEY specials
   menu.

 * Documentation:
   http://wiki.blender.org/index.php/User:Nicholasbishop/Symmetrize

 * Reviewed by Brecht:
   https://codereview.appspot.com/6618059

 Modified Paths:
 --
 trunk/blender/release/scripts/startup/bl_ui/space_view3d.py
 trunk/blender/source/blender/bmesh/CMakeLists.txt
 trunk/blender/source/blender/bmesh/intern/bmesh_opdefines.c
 trunk/blender/source/blender/bmesh/intern/bmesh_operator_api.h
 trunk/blender/source/blender/bmesh/intern/bmesh_operators_private.h
 trunk/blender/source/blender/editors/mesh/editmesh_tools.c
 trunk/blender/source/blender/editors/mesh/mesh_intern.h
 trunk/blender/source/blender/editors/mesh/mesh_ops.c

 Added Paths:
 ---
 trunk/blender/source/blender/bmesh/operators/bmo_symmetrize.c

 Modified: trunk/blender/release/scripts/startup/bl_ui/space_view3d.py
 ===
 --- trunk/blender/release/scripts/startup/bl_ui/space_view3d.py 2012-10-15 
 23:17:24 UTC (rev 51355)
 +++ trunk/blender/release/scripts/startup/bl_ui/space_view3d.py 2012-10-15 
 23:50:09 UTC (rev 51356)
 @@ -1668,7 +1668,7 @@
  layout.menu(VIEW3D_MT_uv_map, text=UV Unwrap...)

  layout.separator()
 -
 +layout.operator(mesh.symmetrize)
  layout.operator(view3d.edit_mesh_extrude_move_normal, 
 text=Extrude Region)
  layout.operator(view3d.edit_mesh_extrude_individual_move, 
 text=Extrude Individual)
  layout.operator(mesh.duplicate_move)
 @@ -1719,6 +1719,7 @@
  layout.operator(mesh.shape_propagate_to_all)
  layout.operator(mesh.select_vertex_path)
  layout.operator(mesh.sort_elements)
 +layout.operator(mesh.symmetrize)


  class VIEW3D_MT_edit_mesh_select_mode(Menu):

 Modified: trunk/blender/source/blender/bmesh/CMakeLists.txt
 ===
 --- trunk/blender/source/blender/bmesh/CMakeLists.txt   2012-10-15 23:17:24 
 UTC (rev 51355)
 +++ trunk/blender/source/blender/bmesh/CMakeLists.txt   2012-10-15 23:50:09 
 UTC (rev 51356)
 @@ -52,6 +52,7 @@
 operators/bmo_mirror.c
 operators/bmo_primitive.c
 operators/bmo_removedoubles.c
 +   operators/bmo_symmetrize.c
 operators/bmo_subdivide.c
 operators/bmo_subdivide.h
 operators/bmo_triangulate.c

 Modified: trunk/blender/source/blender/bmesh/intern/bmesh_opdefines.c
 ===
 --- trunk/blender/source/blender/bmesh/intern/bmesh_opdefines.c 2012-10-15 
 23:17:24 UTC (rev 51355)
 +++ trunk/blender/source/blender/bmesh/intern/bmesh_opdefines.c 2012-10-15 
 23:50:09 UTC (rev 51356)
 @@ -1182,6 +1182,29 @@
 0
  };

 +/*
 + * Symmetrize
 + *
 + * Mekes the mesh elements in the input slot symmetrical. Unlike
 + * normal mirroring, it only copies in one direction, as specified by
 + * the direction slot. The edges and faces that cross the plane of
 + * symmetry are split as needed to enforce symmetry.
 + *
 + * All new vertices, edges, and faces are added to the geomout slot.
 + */
 +static BMOpDefine bmo_symmetrize_def = {
 +   symmetrize,
 +   {{BMO_OP_SLOT_ELEMENT_BUF, input},
 +{BMO_OP_SLOT_INT, direction},
 +
 +/* Outputs */
 +{BMO_OP_SLOT_ELEMENT_BUF, geomout},
 +
 +{0} /* null-terminating sentinel */},
 +   bmo_symmetrize_exec,
 +   0
 +};
 +
  BMOpDefine *opdefines[] = {
 bmo_automerge_def,
 bmo_average_vert_facedata_def,
 @@ -1246,6 +1269,7 @@
 bmo_split_def,
 bmo_split_edges_def,
 bmo_subdivide_edges_def,
 +   bmo_symmetrize_def,
 bmo_transform_def,
 bmo_translate_def,
 bmo_triangle_fill_def,

 Modified: trunk/blender/source/blender/bmesh/intern/bmesh_operator_api.h
 ===
 --- trunk/blender/source/blender/bmesh/intern/bmesh_operator_api.h  
 

Re: [Bf-committers] Autokey and 3D viewport outline

2012-10-15 Thread Daniel Salazar - 3Developer.com
Can you provide a pic? cheers

Daniel Salazar
patazstudio.com


On Mon, Oct 15, 2012 at 9:21 PM, Nicholas Rishel rishel.n...@gmail.com wrote:
 Feedback on this UI tweak to communicate that autokey is enabled would be
 appreciated: http://www.graphicall.org/1009

 On Sun, Oct 14, 2012 at 10:44 PM, Nathan Vegdahl ces...@cessen.com wrote:

 Fair enough.

 I only ever use autokey with only key available enabled, so unless
 something already has animation on it, it doesn't insert keys.  I find
 it preferable, because even in scenes that I am animating, there are
 often objects that shouldn't be animated but still may need to be
 adjusted (especially in layout phase).

 I forget that a lot of people don't work with that option enabled,
 though.  For me, personally, I would love for these settings to not be
 carried with blend files.  But I can see that's pretty specific to the
 settings I use.

 --Nathan


 On Sun, Oct 14, 2012 at 5:24 AM, Bol Bib bolle...@hotmail.com wrote:
  I hope I'm forgiven for adding my 2 cents in a mainly developper centric
 mailing list.
 
  as an animator I will tell you that is a bad idea.
  for 2 reasons
  1)The
   default preferences file is at the moment not versatile enough to
  tinker with User preferences on this level (not unless the GSOC
  concerning user preferences by vino gets included in trunk)
 
  plus it would not be apparent that this saves with the preferences as it
 is an ACTION not a preference (imo)
 
 
  2)
   if I were to have a default of autokey on in my settings then that
  means that even when I'm modeling,texture painting or other stuff before
   I even get near animating ,I will have to close the autokey every time I
   open a blend. (If I understand you well enough,I might be mistaken)
 
  This seems counterproductive even if it's a wellmeaning idea.
 
  Autokey should only be activated when you are in animating stage,and
 that means imo it should be a blend preference,not a default in User
 preferences.
 
 
 
  A decent way of communicating/displaying that autokey is on should be
 good enough...whatever way the blender devs agree uponIMO
 
 
  pardon my intrusion ^^
 
 
 
 
  Message: 10
  Date: Sun, 14 Oct 2012 00:40:33 -0700
  From: Nathan Vegdahl ces...@cessen.com
  Subject: Re: [Bf-committers] Autokey and 3D viewport outline
  To: bf-blender developers bf-committers@blender.org
  Message-ID:

 cae91w2vuiohe8gbsd8nnrbkjdrdvskxlamf+zyhq4hrce6p...@mail.gmail.com
  Content-Type: text/plain; charset=ISO-8859-1
 
   I would be very opposed to disabling auto-key on load
 
  I think you may have misunderstood me.  I am not suggesting that
  autokey be disabled every time you load Blender or a new file.  I'm
  suggesting that autokey and related settings should be a setting that
  does not get carried around by blend files.
 
  So, for example, an animator that uses autokey would turn it on and
  save it as part of their default settings.  Then it would always be on
  for them, even if they open someone else's file.
 
  Similarly, an animator (or other user) that does not use autokey would
  turn it off, and save _that_ as part of their default settings.  Then
  it would always be off for them, even if they open someone else's
  file.
 
  In short, I think that autokey and related settings may be a poor
  thing for normal blend files to carry around.  Some (most?) settings
  are great for blend files to carry around.  But I'm thinking autokey
  may not be one of them.
 
  --Nathan
 
 
  On Fri, Oct 12, 2012 at 9:31 PM, Daniel Salazar - 3Developer.com
  zan...@gmail.com wrote:
   I would be very opposed to disabling auto-key on load, in the past it
   was like that and resulted in lost work for animators all the time. If
   an animator is activly working on a shot he should not have to
   remember to activate autokey every time he/she goes for a coffee break
   or switches files.
  
   I think the way it is current is getting quite close to what it should
   be. Maybe a bit of a stronger hint wont hurt but it's certainly more
   flashy than a static icon on the timeline
  
   Daniel Salazar
   patazstudio.com
  
  
   On Fri, Oct 12, 2012 at 10:20 PM, Nathan Vegdahl ces...@cessen.com
 wrote:
   Maybe we should take an entirely different approach to this.
  
   What if we just make auto-key settings not loaded from blend files by
   default?  That way people keep the auto-key prefs they're used to.
  It
   doesn't seem like this is the kind of setting that makes sense to
   carry along with blend files anyway.  It's very specific to people's
   own workflows.
  
   Then there is no need for an indicator in the first place.
  
   --Nathan
  
  
   On Fri, Oct 12, 2012 at 9:17 PM, Nathan Vegdahl ces...@cessen.com
 wrote:
   It's fine to have an indicator that autokey is on,
   it just doesn't need to look as if something bad is happening.
  
   Just keep in mind that the original motivation of all of this was
 that
   the auto-key toggle

Re: [Bf-committers] Autokey and 3D viewport outline

2012-10-14 Thread Daniel Salazar - 3Developer.com
It depends on your workflow. We are switching blend files all the time.

Example: animator works on animation file, needs a new prop so opens
the props file and adds a quick low poly version, links it back into
animation file.

By doing this, autokey animation has possibly been created on the prop
file. There are other similar situations

It is true that autokey status needs to be *immediately apparent* by
whoever opens the file, however it should be saved on blend file

Daniel Salazar
patazstudio.com


On Sun, Oct 14, 2012 at 1:40 AM, Nathan Vegdahl ces...@cessen.com wrote:
 I would be very opposed to disabling auto-key on load

 I think you may have misunderstood me.  I am not suggesting that
 autokey be disabled every time you load Blender or a new file.  I'm
 suggesting that autokey and related settings should be a setting that
 does not get carried around by blend files.

 So, for example, an animator that uses autokey would turn it on and
 save it as part of their default settings.  Then it would always be on
 for them, even if they open someone else's file.

 Similarly, an animator (or other user) that does not use autokey would
 turn it off, and save _that_ as part of their default settings.  Then
 it would always be off for them, even if they open someone else's
 file.

 In short, I think that autokey and related settings may be a poor
 thing for normal blend files to carry around.  Some (most?) settings
 are great for blend files to carry around.  But I'm thinking autokey
 may not be one of them.

 --Nathan


 On Fri, Oct 12, 2012 at 9:31 PM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 I would be very opposed to disabling auto-key on load, in the past it
 was like that and resulted in lost work for animators all the time. If
 an animator is activly working on a shot he should not have to
 remember to activate autokey every time he/she goes for a coffee break
 or switches files.

 I think the way it is current is getting quite close to what it should
 be. Maybe a bit of a stronger hint wont hurt but it's certainly more
 flashy than a static icon on the timeline

 Daniel Salazar
 patazstudio.com


 On Fri, Oct 12, 2012 at 10:20 PM, Nathan Vegdahl ces...@cessen.com wrote:
 Maybe we should take an entirely different approach to this.

 What if we just make auto-key settings not loaded from blend files by
 default?  That way people keep the auto-key prefs they're used to.  It
 doesn't seem like this is the kind of setting that makes sense to
 carry along with blend files anyway.  It's very specific to people's
 own workflows.

 Then there is no need for an indicator in the first place.

 --Nathan


 On Fri, Oct 12, 2012 at 9:17 PM, Nathan Vegdahl ces...@cessen.com wrote:
 It's fine to have an indicator that autokey is on,
 it just doesn't need to look as if something bad is happening.

 Just keep in mind that the original motivation of all of this was that
 the auto-key toggle in the timeline was not visually obvious enough.

 In general, there is going to be a conflict between the purpose of the
 feature and people who are annoyed by its non-subtley.  We already
 have a subtle indicator: the auto-key toggle button.  The entire point
 of this is to _not_ be subtle.

 (And incidentally, now that you mention it, I agree, red should be
 reserved for errors.)

 --Nathan


 On Mon, Oct 8, 2012 at 11:43 PM, Brecht Van Lommel
 brechtvanlom...@pandora.be wrote:
 It was made optional now in svn, but I think that does not really
 address the issue. It's fine to have an indicator that autokey is on,
 it just doesn't need to look as if something bad is happening. Red
 should be reserved for errors. There is no need for a warning/error
 here, just good feedback about what is happening.

 For example improve the blinking so that it's more like the report
 message blinking in the info header (which is better visible), show
 the autokey icon in the 3D view header or next to the object name,
 color the header a bit yellow, or show a report that X keyframes were
 inserted after transform is done. I don't know which combination works
 best but the red border is just too much and the current blinking is
 not very visible by itself.

 Brecht.

 On Mon, Oct 8, 2012 at 3:19 PM, Francesco Siddi
 francesco.si...@gmail.com wrote:
 Hello,

 a new feature has recently been introduced in Blender: when Autokey is
 turned on and some object/armature transformation is performed, every 3D
 viewport gets a red outline and a message reminding the user of the fact
 the a keyframe will be created at the end of the transformation.

 After talking with other users, it seems clear that this feature should 
 at
 least be optional, if not off by default. It's quite distracting to work
 with a flashing outline all the time.

 Thank you!
 Francesco
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51233] trunk/blender/intern/cycles: Cycles: camera motion blur enabled.

2012-10-13 Thread Daniel Salazar - 3Developer.com
Alright cheers!

Daniel Salazar
patazstudio.com


On Sat, Oct 13, 2012 at 7:55 AM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
 I'd like to get it working in the viewport, but there's some difficult
 technical issues to solve. It breaks animation tools when enabled,
 since it has to go back and forth a frame to find motion vectors, and
 then all unkeyed changes are lost just like they would be when doing
 it manually as a user.

 Brecht.

 On Fri, Oct 12, 2012 at 12:46 AM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 Very nice speed and result. I wonder if this can eventually be made to
 work in the viewport, it would be a shame not to

 cheers!

 Daniel Salazar
 patazstudio.com


 On Tue, Oct 9, 2012 at 12:37 PM, Brecht Van Lommel
 brechtvanlom...@pandora.be wrote:
 Revision: 51233
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=51233
 Author:   blendix
 Date: 2012-10-09 18:37:14 + (Tue, 09 Oct 2012)
 Log Message:
 ---
 Cycles: camera motion blur enabled.

 Still more work needed to get object motion blur ready.

 Modified Paths:
 --
 trunk/blender/intern/cycles/blender/addon/ui.py
 trunk/blender/intern/cycles/blender/blender_object.cpp
 trunk/blender/intern/cycles/blender/blender_sync.cpp
 trunk/blender/intern/cycles/kernel/kernel_bvh.h
 trunk/blender/intern/cycles/kernel/kernel_camera.h
 trunk/blender/intern/cycles/kernel/kernel_object.h
 trunk/blender/intern/cycles/kernel/kernel_path.h
 trunk/blender/intern/cycles/kernel/kernel_shader.h
 trunk/blender/intern/cycles/kernel/kernel_types.h
 trunk/blender/intern/cycles/render/camera.cpp
 trunk/blender/intern/cycles/render/mesh.cpp
 trunk/blender/intern/cycles/render/object.cpp

 Modified: trunk/blender/intern/cycles/blender/addon/ui.py
 ===
 --- trunk/blender/intern/cycles/blender/addon/ui.py 2012-10-09 18:20:56 
 UTC (rev 51232)
 +++ trunk/blender/intern/cycles/blender/addon/ui.py 2012-10-09 18:37:14 
 UTC (rev 51233)
 @@ -131,13 +131,9 @@


  class CyclesRender_PT_motion_blur(CyclesButtonsPanel, Panel):
 -bl_label = Motion Blur
 +bl_label = Camera Motion Blur
  bl_options = {'DEFAULT_CLOSED'}

 -@classmethod
 -def poll(cls, context):
 -return False
 -
  def draw_header(self, context):
  rd = context.scene.render


 Modified: trunk/blender/intern/cycles/blender/blender_object.cpp
 ===
 --- trunk/blender/intern/cycles/blender/blender_object.cpp  2012-10-09 
 18:20:56 UTC (rev 51232)
 +++ trunk/blender/intern/cycles/blender/blender_object.cpp  2012-10-09 
 18:37:14 UTC (rev 51233)
 @@ -17,6 +17,7 @@
   */

  #include camera.h
 +#include integrator.h
  #include graph.h
  #include light.h
  #include mesh.h
 @@ -227,7 +228,9 @@
 object-use_motion = true;
 }

 -   sync_mesh_motion(b_ob, object-mesh, motion);
 +   /* mesh deformation blur not supported yet */
 +   if(!scene-integrator-motion_blur)
 +   sync_mesh_motion(b_ob, object-mesh, 
 motion);
 }

 return;

 Modified: trunk/blender/intern/cycles/blender/blender_sync.cpp
 ===
 --- trunk/blender/intern/cycles/blender/blender_sync.cpp2012-10-09 
 18:20:56 UTC (rev 51232)
 +++ trunk/blender/intern/cycles/blender/blender_sync.cpp2012-10-09 
 18:37:14 UTC (rev 51233)
 @@ -149,6 +149,9 @@

  void BlenderSync::sync_integrator()
  {
 +#ifdef __CAMERA_MOTION__
 +   BL::RenderSettings r = b_scene.render();
 +#endif
 PointerRNA cscene = RNA_pointer_get(b_scene.ptr, cycles);

 experimental = (RNA_enum_get(cscene, feature_set) != 0);
 @@ -175,7 +178,7 @@
 integrator-layer_flag = render_layer.layer;

 integrator-sample_clamp = get_float(cscene, sample_clamp);
 -#ifdef __MOTION__
 +#ifdef __CAMERA_MOTION__
 integrator-motion_blur = (!preview  r.use_motion_blur());
  #endif


 Modified: trunk/blender/intern/cycles/kernel/kernel_bvh.h
 ===
 --- trunk/blender/intern/cycles/kernel/kernel_bvh.h 2012-10-09 18:20:56 
 UTC (rev 51232)
 +++ trunk/blender/intern/cycles/kernel/kernel_bvh.h 2012-10-09 18:37:14 
 UTC (rev 51233)
 @@ -349,7 +349,7 @@

  #ifdef __INTERSECTION_REFINE__
 if(isect-object != ~0) {
 -#ifdef __MOTION__
 +#ifdef __OBJECT_MOTION__
 Transform tfm = sd-ob_itfm;
  #else
 Transform tfm = object_fetch_transform(kg, isect-object, 
 ray-time, OBJECT_INVERSE_TRANSFORM);
 @@ -370,7 +370,7 @@
 P = P + D*rt;

 if(isect-object != ~0) {
 -#ifdef __MOTION__
 +#ifdef __OBJECT_MOTION__

Re: [Bf-committers] Autokey and 3D viewport outline

2012-10-13 Thread Daniel Salazar - 3Developer.com
Think it's fine how it is right now :)

Daniel Salazar
patazstudio.com


On Sat, Oct 13, 2012 at 10:25 AM, Guillermo Espertino (Gez)
gespert...@gmail.com wrote:
 El 13/10/12 13:17, Guillermo Espertino (Gez) escribió:
 What about a color outline (red/orange) around the 3d view?
 It would be very noticeable without being distracting.

 Gez

 I mean, the proposed solution IS NOT distracting and it would be visible
 ONLY when users activate it.
 And that has a plus: Autokey effects can be very bad if you don't want
 autokey, so it's better to have an obvious visual hint that it's active
 to avoid fuckups
 So what's wrong with the outline?


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Re: [Bf-committers] Autokey and 3D viewport outline

2012-10-12 Thread Daniel Salazar - 3Developer.com
I would be very opposed to disabling auto-key on load, in the past it
was like that and resulted in lost work for animators all the time. If
an animator is activly working on a shot he should not have to
remember to activate autokey every time he/she goes for a coffee break
or switches files.

I think the way it is current is getting quite close to what it should
be. Maybe a bit of a stronger hint wont hurt but it's certainly more
flashy than a static icon on the timeline

Daniel Salazar
patazstudio.com


On Fri, Oct 12, 2012 at 10:20 PM, Nathan Vegdahl ces...@cessen.com wrote:
 Maybe we should take an entirely different approach to this.

 What if we just make auto-key settings not loaded from blend files by
 default?  That way people keep the auto-key prefs they're used to.  It
 doesn't seem like this is the kind of setting that makes sense to
 carry along with blend files anyway.  It's very specific to people's
 own workflows.

 Then there is no need for an indicator in the first place.

 --Nathan


 On Fri, Oct 12, 2012 at 9:17 PM, Nathan Vegdahl ces...@cessen.com wrote:
 It's fine to have an indicator that autokey is on,
 it just doesn't need to look as if something bad is happening.

 Just keep in mind that the original motivation of all of this was that
 the auto-key toggle in the timeline was not visually obvious enough.

 In general, there is going to be a conflict between the purpose of the
 feature and people who are annoyed by its non-subtley.  We already
 have a subtle indicator: the auto-key toggle button.  The entire point
 of this is to _not_ be subtle.

 (And incidentally, now that you mention it, I agree, red should be
 reserved for errors.)

 --Nathan


 On Mon, Oct 8, 2012 at 11:43 PM, Brecht Van Lommel
 brechtvanlom...@pandora.be wrote:
 It was made optional now in svn, but I think that does not really
 address the issue. It's fine to have an indicator that autokey is on,
 it just doesn't need to look as if something bad is happening. Red
 should be reserved for errors. There is no need for a warning/error
 here, just good feedback about what is happening.

 For example improve the blinking so that it's more like the report
 message blinking in the info header (which is better visible), show
 the autokey icon in the 3D view header or next to the object name,
 color the header a bit yellow, or show a report that X keyframes were
 inserted after transform is done. I don't know which combination works
 best but the red border is just too much and the current blinking is
 not very visible by itself.

 Brecht.

 On Mon, Oct 8, 2012 at 3:19 PM, Francesco Siddi
 francesco.si...@gmail.com wrote:
 Hello,

 a new feature has recently been introduced in Blender: when Autokey is
 turned on and some object/armature transformation is performed, every 3D
 viewport gets a red outline and a message reminding the user of the fact
 the a keyframe will be created at the end of the transformation.

 After talking with other users, it seems clear that this feature should at
 least be optional, if not off by default. It's quite distracting to work
 with a flashing outline all the time.

 Thank you!
 Francesco
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51233] trunk/blender/intern/cycles: Cycles: camera motion blur enabled.

2012-10-11 Thread Daniel Salazar - 3Developer.com
Very nice speed and result. I wonder if this can eventually be made to
work in the viewport, it would be a shame not to

cheers!

Daniel Salazar
patazstudio.com


On Tue, Oct 9, 2012 at 12:37 PM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
 Revision: 51233
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=51233
 Author:   blendix
 Date: 2012-10-09 18:37:14 + (Tue, 09 Oct 2012)
 Log Message:
 ---
 Cycles: camera motion blur enabled.

 Still more work needed to get object motion blur ready.

 Modified Paths:
 --
 trunk/blender/intern/cycles/blender/addon/ui.py
 trunk/blender/intern/cycles/blender/blender_object.cpp
 trunk/blender/intern/cycles/blender/blender_sync.cpp
 trunk/blender/intern/cycles/kernel/kernel_bvh.h
 trunk/blender/intern/cycles/kernel/kernel_camera.h
 trunk/blender/intern/cycles/kernel/kernel_object.h
 trunk/blender/intern/cycles/kernel/kernel_path.h
 trunk/blender/intern/cycles/kernel/kernel_shader.h
 trunk/blender/intern/cycles/kernel/kernel_types.h
 trunk/blender/intern/cycles/render/camera.cpp
 trunk/blender/intern/cycles/render/mesh.cpp
 trunk/blender/intern/cycles/render/object.cpp

 Modified: trunk/blender/intern/cycles/blender/addon/ui.py
 ===
 --- trunk/blender/intern/cycles/blender/addon/ui.py 2012-10-09 18:20:56 
 UTC (rev 51232)
 +++ trunk/blender/intern/cycles/blender/addon/ui.py 2012-10-09 18:37:14 
 UTC (rev 51233)
 @@ -131,13 +131,9 @@


  class CyclesRender_PT_motion_blur(CyclesButtonsPanel, Panel):
 -bl_label = Motion Blur
 +bl_label = Camera Motion Blur
  bl_options = {'DEFAULT_CLOSED'}

 -@classmethod
 -def poll(cls, context):
 -return False
 -
  def draw_header(self, context):
  rd = context.scene.render


 Modified: trunk/blender/intern/cycles/blender/blender_object.cpp
 ===
 --- trunk/blender/intern/cycles/blender/blender_object.cpp  2012-10-09 
 18:20:56 UTC (rev 51232)
 +++ trunk/blender/intern/cycles/blender/blender_object.cpp  2012-10-09 
 18:37:14 UTC (rev 51233)
 @@ -17,6 +17,7 @@
   */

  #include camera.h
 +#include integrator.h
  #include graph.h
  #include light.h
  #include mesh.h
 @@ -227,7 +228,9 @@
 object-use_motion = true;
 }

 -   sync_mesh_motion(b_ob, object-mesh, motion);
 +   /* mesh deformation blur not supported yet */
 +   if(!scene-integrator-motion_blur)
 +   sync_mesh_motion(b_ob, object-mesh, motion);
 }

 return;

 Modified: trunk/blender/intern/cycles/blender/blender_sync.cpp
 ===
 --- trunk/blender/intern/cycles/blender/blender_sync.cpp2012-10-09 
 18:20:56 UTC (rev 51232)
 +++ trunk/blender/intern/cycles/blender/blender_sync.cpp2012-10-09 
 18:37:14 UTC (rev 51233)
 @@ -149,6 +149,9 @@

  void BlenderSync::sync_integrator()
  {
 +#ifdef __CAMERA_MOTION__
 +   BL::RenderSettings r = b_scene.render();
 +#endif
 PointerRNA cscene = RNA_pointer_get(b_scene.ptr, cycles);

 experimental = (RNA_enum_get(cscene, feature_set) != 0);
 @@ -175,7 +178,7 @@
 integrator-layer_flag = render_layer.layer;

 integrator-sample_clamp = get_float(cscene, sample_clamp);
 -#ifdef __MOTION__
 +#ifdef __CAMERA_MOTION__
 integrator-motion_blur = (!preview  r.use_motion_blur());
  #endif


 Modified: trunk/blender/intern/cycles/kernel/kernel_bvh.h
 ===
 --- trunk/blender/intern/cycles/kernel/kernel_bvh.h 2012-10-09 18:20:56 
 UTC (rev 51232)
 +++ trunk/blender/intern/cycles/kernel/kernel_bvh.h 2012-10-09 18:37:14 
 UTC (rev 51233)
 @@ -349,7 +349,7 @@

  #ifdef __INTERSECTION_REFINE__
 if(isect-object != ~0) {
 -#ifdef __MOTION__
 +#ifdef __OBJECT_MOTION__
 Transform tfm = sd-ob_itfm;
  #else
 Transform tfm = object_fetch_transform(kg, isect-object, 
 ray-time, OBJECT_INVERSE_TRANSFORM);
 @@ -370,7 +370,7 @@
 P = P + D*rt;

 if(isect-object != ~0) {
 -#ifdef __MOTION__
 +#ifdef __OBJECT_MOTION__
 Transform tfm = sd-ob_tfm;
  #else
 Transform tfm = object_fetch_transform(kg, isect-object, 
 ray-time, OBJECT_TRANSFORM);

 Modified: trunk/blender/intern/cycles/kernel/kernel_camera.h
 ===
 --- trunk/blender/intern/cycles/kernel/kernel_camera.h  2012-10-09 18:20:56 
 UTC (rev 51232)
 +++ trunk/blender/intern/cycles/kernel/kernel_camera.h  2012-10-09 18:37:14 
 UTC (rev 51233)
 @@ -63,7 +63,7 @@
 /* transform ray from camera to world */
 

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51088] trunk/blender/intern/cycles/render /nodes.cpp: Fix generated texture coordinate issue after from dupli option was added.

2012-10-05 Thread Daniel Salazar - 3Developer.com
This commit breaks all image textures from here to latest commit

Daniel Salazar
patazstudio.com


On Fri, Oct 5, 2012 at 8:54 AM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
 Revision: 51088
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=51088
 Author:   blendix
 Date: 2012-10-05 14:54:32 + (Fri, 05 Oct 2012)
 Log Message:
 ---
 Fix generated texture coordinate issue after from dupli option was added.

 Modified Paths:
 --
 trunk/blender/intern/cycles/render/nodes.cpp

 Modified: trunk/blender/intern/cycles/render/nodes.cpp
 ===
 --- trunk/blender/intern/cycles/render/nodes.cpp2012-10-05 14:51:35 
 UTC (rev 51087)
 +++ trunk/blender/intern/cycles/render/nodes.cpp2012-10-05 14:54:32 
 UTC (rev 51088)
 @@ -1644,6 +1644,8 @@
 add_output(Camera, SHADER_SOCKET_POINT);
 add_output(Window, SHADER_SOCKET_POINT);
 add_output(Reflection, SHADER_SOCKET_NORMAL);
 +
 +   from_dupli = false;
  }

  void TextureCoordinateNode::attributes(AttributeRequestSet *attributes)

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Re: [Bf-committers] Mesh Cache Modifier Patch

2012-09-27 Thread Daniel Salazar - 3Developer.com
Does this modifier flushes the memory of all non current frames? If
so, as long as it's a simple modifier stripped from all the highly
specific functionality i saw on the past versions I think it can't
hurt to have it while we wait for an awesome alembic workflow

Right now it's not the time to ask for new features but I hope we can
get this after release.

good luck with your new project

Daniel Salazar
patazstudio.com


On Thu, Sep 27, 2012 at 6:54 AM, Eugenio Pignataro i...@oscurart.com.ar wrote:
 Hey guys.

 After doing Got Milk, we are about to begin a new commercial, in this
 case Cif (another magic story). This is a very complicated project,
 with a lot of characters, a lot of animation and we don't have much time
 to do it. That's why we need a good alternative pipeline to help us
 saving work time.

 About the workflow, I've been thinking options to avoid using rigs in
 the render scene and the use of mesh cache with baked shape-keys.
 The problems with the rigs is the amount of calculations needed before
 doing the render and that they are volatile. The problem with the baked
 shape-keys is the weight they have in the scenes, plus the difficult
 process to load them.

 We are testing the Ivo Grigull modifier, maintained by Harrison Yu :
 MESH CACHE, that basically loads the .mdd from external files, giving
 us an incredible scrubbing speed and an unbeatable stability.
 Besides this, it is very useful for updating the animations, because the
 animators export the pointClouds and this automatically load in the
 program. Also, this pointCloud information can be send from other
 platforms, even though this is not our case.

 We believe this modifier is very important for this kind of productions,
 and we would really need you to consider the implementation of it as a
 tool inside the trunk, as it will really help us for our future projects.

 In this mail I attached the patch for the release 50896 (This contains
 other functions). pasteall http://www.pasteall.org/35631

 You can test the compile version downloading the following link:
 http://graphicall.org/997

 YouTube Video Demo (30 secs):
 http://www.youtube.com/watch?v=Z7WntOKuryIfeature=youtu.be

 You can see the detail report from Got Milk project in this link:
 https://dl.dropbox.com/u/14261604/Giot_Milk_Reporte_01.doc

 The programmers contact:

 Ivo Grigull
 i...@ivogrigull.com mailto:i...@ivogrigull.com
 Harrison Yu
 harri...@gmail.com mailto:harri...@gmail.com

 -

 Spanish:

 Hola amigos.

 Estamos por comenzar un nuevo comercial, después de GotMilk?, en este
 caso para Cif (otra historia magica). Es un proyecto realmente
 complicado, con muchos personajes, muchisima animación, poco tiempo, y
 por ende necesita un diseño de producción que ahorre muchos pasos de
 trabajo.

 En el diseño del workflow estoy viendo que opciones tengo para escapar
 al uso de rigs en la escena de render, y a usar mesh cache con shapes
 bakeados.
 El problema de los rigs es la volatibilidad y la cantidad de calculos
 que deben hacerse antes de comenzar el render, y el problema de las
 mallas bakeadas es el grandisimo peso de las escenas, sumado al dificil
 proceso de cargado.

 Estamos probando el modificador de Ivo Grigull, mantenido por Harrison
 Yu, MESH CACHE, que basicamente carga los .mdd como archivos externos,
 brindando una velocidad increible de scrubbing, y una estabilidad
 inmejorable. Además de esto es muy util para actualizar animaciones, ya
 que los animadores exportan los pointClouds y esto se carga automaticamente.
 Como dato extra, estos formatos pueden ser enviados desde otras
 plataformas, aunque no es nuestro caso.

 Creemos que esto es muy importante en este tipo de producciones, y
 necesitariamos muchisimo si pueden considerar de implementar este
 modificador como una herramienta dentro del tronco, sería de muchisima
 ayuda para proyectos futuros.

 En este mail incluyo el patch para el release 50896 (este patch tiene
 otras herramientas, pero no tengo el conocimiento para separarlas).

 Pueden probar la versión compilada bajando del siquiente link:
 http://graphicall.org/997

 YouTube Video Demo (30 secs):
 http://www.youtube.com/watch?v=Z7WntOKuryIfeature=youtu.be

 El informe detallado del proyecto GotMilk? lo pueden ver en:
 https://dl.dropbox.com/u/14261604/Giot_Milk_Reporte_01.doc

 Los contactos de los programadores:
 Ivo Grigull
 i...@ivogrigull.com
 Harrison Yu
 harri...@gmail.com

 Muchisimas gracias.





 --
 Untitled Document

 Eugenio Pignataro
 Drawing  Digital Art.
 ---
 Sitio: www.oscurart.com.ar
 Email: i...@oscurart.com.ar
 Móvil: 15-5177-4936
 International Phone Calls
 Mobile: (54.911) 5177-4936



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[Bf-committers] M-Def Binding Accelerator

2012-09-24 Thread Daniel Salazar - 3Developer.com
Hi, there has been a patch for dramatically accelerating MDef binding
using BVH for around a year and a half. You can see the code review
here http://codereview.appspot.com/4529048/

And this is the updated patch for r50858 (thanks dfelinto)
http://www.pasteall.org/35522/diff

There where some concerns about precision so I proposed to do some
tests. Here's a comparison between the deformation result of a
character binded with trunk vs patched build

Active object is binded with the patch and orange (selected) object is
binded with plain trunk

http://www.3developer.com/tmp/mdef.png

I have highlighted the areas that showed some deviation from trunk.
This mesh is highly distorted by the mdef and moved many meters away
from the original position.

The strongest deviations are of about 0.002m

The binding times are 0:14s vs 1:32s, that's a speedup of 650%

On the practical side I have been using this patch since it first
appeared to bind many complex characters and I've got no problems with
it

Could we get it in for 2.65?

Cheers!

Daniel Salazar
patazstudio.com
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Re: [Bf-committers] Cursor snaps to objects

2012-09-20 Thread Daniel Salazar - 3Developer.com
Wow! Talk about hidden feature :D It's quite cool, but i think it
shouldn't be located in the preferences but in the N panel instead
with a simple name like Stick to Surface

http://www.3developer.com/tmp/snapsurface.png

cheers

Daniel Salazar
patazstudio.com


On Thu, Sep 20, 2012 at 8:27 PM, Campbell Barton ideasma...@gmail.com wrote:
 Yep, it used to be included (hidden) in the Auto-Depth option, but
 Andy wanted to use cursor depth without other auto-depth navigation -
 so it was split out.

 On Fri, Sep 21, 2012 at 11:44 AM, Jonathan Williamson
 jonat...@cgcookie.com wrote:
 Oh, good call Luke. I was not aware of that and has mistakenly enabled it. 
 Thanks!

 Is that an addition to 2.64? I hadn't ever seen it.

 --
 Jonathan Williamson
 Education Manager and Instructor
 CG Cookie, Inc
 http://cgcookie.com


 On Thursday, September 20, 2012 at 8:42 PM, Luke Frisken wrote:

 Does this still occur with the cursor depth option turned off?

 On Fri, Sep 21, 2012 at 11:32 AM, Jonathan Williamson 
 jonat...@cgcookie.com (mailto:jonat...@cgcookie.com)
  wrote:


  Hey everyone,
 
  At what point did the 3D Cursor get changed to snap to any object
  underneath it when placing it with the LMB? What was the rational behind
  this?
 
  In my experience this is already causing a lot of problems when wanting to
  set the cursor for a specific purpose. This is particularly problematic
  when using Empties with Images as references or background images, as
  anytime you place the cursor it snaps to the position of the empty.
 
  Any thoughts on this?
 
  --
  Jonathan Williamson
  Education Manager and Instructor
  CG Cookie, Inc
  http://cgcookie.com
 
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Re: [Bf-committers] Got Milk - Project Rendered with Cycles report.

2012-09-11 Thread Daniel Salazar - 3Developer.com
Point cache modifier using simple mdd/pc2 data was a great idea a few
years back, I would have loved to have it, now i think we should focus
on a kick ass Alembic pipeline. About the presets for rendering, I
also fiund this in need to be improved. I would love to have separate
settings for image formats than for video formats and why not, ogl
previews too

great work Eugenio

Daniel Salazar
patazstudio.com


On Tue, Sep 11, 2012 at 12:03 PM, Dalai Felinto dfeli...@gmail.com wrote:
 Very nice project, and interesting report.

 Could you elaborate a bit more in the PREVIEW OUTPUT PATH part of it?

 If I understood correctly you would like to have a unique set of
 settings for when rendering out OpenGL previews? Can you mockup your
 idea? A solution may be to have a 'preset' system for the rendering
 instead of expanding the current one.

 Also, as far as the MeshCache modifier goes, what you need/want is to
 have it merged into trunk?

 Thanks,
 Dalai

 blendernetwork.org/member/dalai-felinto

 2012/9/11 Eugenio Pignataro i...@oscurart.com.ar:
 Hi folks,
 This is a detailed document about our last proyect Got Milk
 In this document are mentioned some issues that we found, advantages and
 needs.
 The files are uploaded to drop  box, in order to you to see:
 DOC: https://dl.dropbox.com/u/14261604/Giot_Milk_Reporte_01.doc
 FINISHED WORK:
 https://dl.dropbox.com/u/14261604/GOT_MILK_HORA_D_DORMIR_baja.mov


 Greetings!


 --
 --
 Untitled Document

 Eugenio Pignataro
 Drawing  Digital Art.
 ---
 Sitio: www.oscurart.com.ar
 Email: i...@oscurart.com.ar
 Móvil: 15-5177-4936
 International Phone Calls
 Mobile: (54.911) 5177-4936
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Re: [Bf-committers] CUDA not compiling after tomato branch merge

2012-09-06 Thread Daniel Salazar - 3Developer.com
Still? This got fixed for me since this morning, maybe svn up!

cheers

Daniel Salazar
patazstudio.com


On Thu, Sep 6, 2012 at 9:58 PM, PabloVazquez.org venom...@gmail.com wrote:
 Same here.

 Log: http://www.pasteall.org/35011

 System: Ubuntu 12.04 64bit, NVIDIA GeForce GTX 460M (driver 295.40)

 Thanks!
 --
 Pablo Vazquez
 CG Artist - Blender Foundation Certified Trainer
 Twitter: http://twitter.com/venomgfx
 E-Mail: cont...@pablovazquez.org
 Website: http://www.pablovazquez.org


 On Fri, Sep 7, 2012 at 12:34 AM, James Wrigley jwrigle...@gmail.com wrote:
 Hi everyone,
 After the tomato branch merge CUDA isn't compiling for me. I've pasted
 the build errors here: http://www.pasteall.org/35010/text. If I
 disable CUDA then everything works as normal.

 I'm compiling using cmake on Fedora 17 64bit, and my GPU is a GeForce 8400M 
 GS.
 Any help is appreciated :)

 Thanks, JamesNZ
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Re: [Bf-committers] CUDA not compiling after tomato branch merge

2012-09-06 Thread Daniel Salazar - 3Developer.com
Dammit!

Daniel Salazar
patazstudio.com


On Thu, Sep 6, 2012 at 10:54 PM, PabloVazquez.org venom...@gmail.com wrote:
 Yep, I'm a mad svnup-per but still happens to me. Even after make
 clean, re-configuring cmake, and all that.

 /me disables compiling CUDA binaries for now

 On Fri, Sep 7, 2012 at 1:24 AM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 Still? This got fixed for me since this morning, maybe svn up!

 cheers

 Daniel Salazar
 patazstudio.com


 On Thu, Sep 6, 2012 at 9:58 PM, PabloVazquez.org venom...@gmail.com wrote:
 Same here.

 Log: http://www.pasteall.org/35011

 System: Ubuntu 12.04 64bit, NVIDIA GeForce GTX 460M (driver 295.40)

 Thanks!
 --
 Pablo Vazquez
 CG Artist - Blender Foundation Certified Trainer
 Twitter: http://twitter.com/venomgfx
 E-Mail: cont...@pablovazquez.org
 Website: http://www.pablovazquez.org


 On Fri, Sep 7, 2012 at 12:34 AM, James Wrigley jwrigle...@gmail.com wrote:
 Hi everyone,
 After the tomato branch merge CUDA isn't compiling for me. I've pasted
 the build errors here: http://www.pasteall.org/35010/text. If I
 disable CUDA then everything works as normal.

 I'm compiling using cmake on Fedora 17 64bit, and my GPU is a GeForce 
 8400M GS.
 Any help is appreciated :)

 Thanks, JamesNZ
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[Bf-committers] Node editor transform bug

2012-07-26 Thread Daniel Salazar - 3Developer.com
Hi, I opened this bug a few days ago, the behavior goes against
blender's standard in ALL other editors and against the user
preference that exists to tweak exactly this behavior

http://projects.blender.org/tracker/?func=detailatid=498aid=32117group_id=9

However it was closed because we need to close bug reports!

any ideas?

Daniel Salazar
patazstudio.com
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Re: [Bf-committers] Please close old To Do

2012-07-14 Thread Daniel Salazar - 3Developer.com
Done. Old ToDos...
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [48715] trunk/blender/source: style cleanup

2012-07-07 Thread Daniel Salazar - 3Developer.com
Getting this error after this commit (i think.. dingto don't kill me)

[ 36%] Building C object
source/blender/modifiers/CMakeFiles/bf_modifiers.dir/intern/MOD_boolean_util.c.o
/home/zanqdo/Storage/Blender/trunk/source/source/blender/modifiers/intern/MOD_boolean_util.c:
In function ‘AddNewBlenderMesh’:
/home/zanqdo/Storage/Blender/trunk/source/source/blender/modifiers/intern/MOD_boolean_util.c:300:38:
error: expected expression before ‘.’ token
make[2]: ***
[source/blender/modifiers/CMakeFiles/bf_modifiers.dir/intern/MOD_boolean_util.c.o]
Error 1
make[1]: *** [source/blender/modifiers/CMakeFiles/bf_modifiers.dir/all]
Error 2
make: *** [all] Error 2

Daniel Salazar
patazstudio.com
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [48715] trunk/blender/source: style cleanup

2012-07-07 Thread Daniel Salazar - 3Developer.com
and now it builds :)

Daniel Salazar
patazstudio.com


On Sat, Jul 7, 2012 at 5:37 PM, Daniel Salazar - 3Developer.com 
zan...@gmail.com wrote:

 Getting this error after this commit (i think.. dingto don't kill me)

 [ 36%] Building C object
 source/blender/modifiers/CMakeFiles/bf_modifiers.dir/intern/MOD_boolean_util.c.o
 /home/zanqdo/Storage/Blender/trunk/source/source/blender/modifiers/intern/MOD_boolean_util.c:
 In function ‘AddNewBlenderMesh’:
 /home/zanqdo/Storage/Blender/trunk/source/source/blender/modifiers/intern/MOD_boolean_util.c:300:38:
 error: expected expression before ‘.’ token
 make[2]: ***
 [source/blender/modifiers/CMakeFiles/bf_modifiers.dir/intern/MOD_boolean_util.c.o]
 Error 1
 make[1]: *** [source/blender/modifiers/CMakeFiles/bf_modifiers.dir/all]
 Error 2
 make: *** [all] Error 2

 Daniel Salazar
 patazstudio.com

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [48517] trunk/blender/source/blender/ blenkernel/intern/depsgraph.c: Ack! Missed some compiler warnings

2012-07-05 Thread Daniel Salazar - 3Developer.com
Probably same crash as mine, haven't had time to do a debug build

Daniel Salazar
patazstudio.com


On Thu, Jul 5, 2012 at 11:46 AM, Dalai Felinto dfeli...@gmail.com wrote:

 Hi,

 I'm getting a crash with old files after this commit:

 Program received signal EXC_BAD_ACCESS, Could not access memory.
 Reason: KERN_PROTECTION_FAILURE at address: 0x7fff5f38
 0x0001009441b5 in dag_add_material_driver_relations (dag=0x10bb044b8,
 node=0x10bb03148, ma=0x11386b3e8) at depsgraph.c:389

 389 dag_add_material_nodetree_driver_relations(dag, node, ma-nodetree);

 I tried to get a backtrace but all I get is :
 #0  0x0001009441b5 in dag_add_material_driver_relations
 (dag=0x10bb044b8, node=0x10bb03148, ma=0x11386b3e8) at depsgraph.c:389
 #1  0x0001009440d3 in dag_add_material_nodetree_driver_relations
 (dag=0x10bb044b8, node=0x10bb03148, ntree=0x11386bc78) at depsgraph.c:367

 repeated ad eternum (I had to stop gdb manually)

 Thanks,
 Dalai

 2012/7/2 Joshua Leung aligor...@gmail.com

  Revision: 48517
 
 
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=48517
  Author:   aligorith
  Date: 2012-07-03 05:36:36 + (Tue, 03 Jul 2012)
  Log Message:
  ---
  Ack! Missed some compiler warnings
 
  Modified Paths:
  --
  trunk/blender/source/blender/blenkernel/intern/depsgraph.c
 
  Modified: trunk/blender/source/blender/blenkernel/intern/depsgraph.c
  ===
  --- trunk/blender/source/blender/blenkernel/intern/depsgraph.c
  2012-07-03
  05:30:19 UTC (rev 48516)
  +++ trunk/blender/source/blender/blenkernel/intern/depsgraph.c
  2012-07-03
  05:36:36 UTC (rev 48517)
  @@ -66,6 +66,7 @@
   #include BKE_library.h
   #include BKE_main.h
   #include BKE_node.h
  +#include BKE_material.h
   #include BKE_mball.h
   #include BKE_modifier.h
   #include BKE_object.h
  @@ -311,7 +312,7 @@
  for (fcu = adt-drivers.first; fcu; fcu = fcu-next) {
  ChannelDriver *driver = fcu-driver;
  DriverVar *dvar;
  -   int isdata_fcu = isdata || (fcu-rna_path 
  strstr(fcu-rna_path, modifiers[));
  +   int isdata_fcu = (isdata) || (fcu-rna_path 
  strstr(fcu-rna_path, modifiers[));
 
  /* loop over variables to get the target relationships */
  for (dvar = driver-variables.first; dvar; dvar =
  dvar-next) {
  @@ -348,25 +349,8 @@
   }
 
   /* XXX: forward def for material driver handling... */
  -static void dag_add_material_nodetree_driver_relations(DagForest *dag,
  DagNode *node, bNodeTree *ntree);
  +static void dag_add_material_driver_relations(DagForest *dag, DagNode
  *node, Material *ma);
 
  -/* recursive handling for material drivers */
  -static void dag_add_material_driver_relations(DagForest *dag, DagNode
  *node, Material *ma)
  -{
  -   /* material itself */
  -   if (ma-adt) {
  -   dag_add_driver_relation(ma-adt, dag, node, 1);
  -   }
  -
  -   /* textures */
  -   // TODO...
  -   //dag_add_texture_driver_relations(DagForest *dag, DagNode *node,
  ID *id);
  -
  -   /* material's nodetree */
  -   if (ma-nodetree) {
  -   dag_add_material_nodetree_driver_relations(dag, node,
  ma-nodetree);
  -   }
  -}
   /* recursive handling for material nodetree drivers */
   static void dag_add_material_nodetree_driver_relations(DagForest *dag,
  DagNode *node, bNodeTree *ntree)
   {
  @@ -388,8 +372,24 @@
  }
   }
 
  +/* recursive handling for material drivers */
  +static void dag_add_material_driver_relations(DagForest *dag, DagNode
  *node, Material *ma)
  +{
  +   /* material itself */
  +   if (ma-adt) {
  +   dag_add_driver_relation(ma-adt, dag, node, 1);
  +   }
  +
  +   /* textures */
  +   // TODO...
  +   //dag_add_texture_driver_relations(DagForest *dag, DagNode *node,
  ID *id);
  +
  +   /* material's nodetree */
  +   if (ma-nodetree) {
  +   dag_add_material_nodetree_driver_relations(dag, node,
  ma-nodetree);
  +   }
  +}
 
  -
   static void dag_add_collision_field_relation(DagForest *dag, Scene
  *scene, Object *ob, DagNode *node)
   {
  Base *base;
 
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Re: [Bf-committers] Spelling

2012-07-03 Thread Daniel Salazar - 3Developer.com
Yes, US spelling is the norm

Daniel Salazar
patazstudio.com


On Tue, Jul 3, 2012 at 4:59 PM, Harley Acheson harley.ache...@gmail.comwrote:

 So we officially use US spelling?  I've always wanted to have this
 confirmed.  I've looked for spelling mistakes a few times and I've always
 just ignored the words like color/colour, gray/grey, etc.

 Nice to know.  Thanks!

 Harley

 On Tue, Jul 3, 2012 at 12:43 PM, Bastien Montagne montagn...@wanadoo.fr
 wrote:
 ...

  However, unix’s US dictionaries will show grey and normalise as wrong
  (as they do right now in my mail agent ;) ), and in Blender we use US
  english variants. So it’s better to enforce as much as possible US
  words, e.g. for the sake of our automated spell checking…
  ...
  Best regards,
  Bastien
 
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [48425] trunk/blender/source: Finally committing support for compressed textures on the GPU (DDS+DXT).

2012-06-30 Thread Daniel Salazar - 3Developer.com
This is awesome, does this help cycles too?

Daniel Salazar
patazstudio.com


On Fri, Jun 29, 2012 at 10:34 PM, Mitchell Stokes moguri...@gmail.comwrote:

 Revision: 48425

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=48425
 Author:   moguri
 Date: 2012-06-30 04:34:34 + (Sat, 30 Jun 2012)
 Log Message:
 ---
 Finally committing support for compressed textures on the GPU (DDS+DXT).
 This patch started out as a patch by me, then cleaned up by Kupoman during
 his work on Cucumber.

 One important thing to keep in mind when using this feature is that you'll
 need to flip your textures vertically (both the GIMP and Photoshop DDS
 tools I've seen have support for this on export). This is a quirk in using
 a texture format originally made for DirectX/DirectDraw, and flipping the
 compressed data is a real headache. Another quick fix for this issue is to
 change the Y value for the Size in the Mapping panel in the Texture
 properties to -1 (default is 1).

 Modified Paths:
 --
 trunk/blender/source/blender/gpu/CMakeLists.txt
 trunk/blender/source/blender/gpu/GPU_draw.h
 trunk/blender/source/blender/gpu/SConscript
 trunk/blender/source/blender/gpu/intern/gpu_draw.c
 trunk/blender/source/blender/imbuf/IMB_imbuf_types.h
 trunk/blender/source/blender/imbuf/intern/allocimbuf.c
 trunk/blender/source/blender/imbuf/intern/dds/DirectDrawSurface.cpp
 trunk/blender/source/blender/imbuf/intern/dds/DirectDrawSurface.h
 trunk/blender/source/blender/imbuf/intern/dds/dds_api.cpp
 trunk/blender/source/gameengine/Ketsji/BL_Texture.cpp
 trunk/blender/source/gameengine/Ketsji/BL_Texture.h
 trunk/blender/source/gameengine/Ketsji/CMakeLists.txt

 Modified: trunk/blender/source/blender/gpu/CMakeLists.txt
 ===
 --- trunk/blender/source/blender/gpu/CMakeLists.txt 2012-06-30
 04:29:16 UTC (rev 48424)
 +++ trunk/blender/source/blender/gpu/CMakeLists.txt 2012-06-30
 04:34:34 UTC (rev 48425)
 @@ -71,5 +71,10 @@

  add_definitions(-DGLEW_STATIC)

 +if(WITH_IMAGE_DDS)
 +   add_definitions(-DWITH_DDS)
 +endif()
 +
 +
  blender_add_lib(bf_gpu ${SRC} ${INC} ${INC_SYS})


 Modified: trunk/blender/source/blender/gpu/GPU_draw.h
 ===
 --- trunk/blender/source/blender/gpu/GPU_draw.h 2012-06-30 04:29:16 UTC
 (rev 48424)
 +++ trunk/blender/source/blender/gpu/GPU_draw.h 2012-06-30 04:34:34 UTC
 (rev 48425)
 @@ -122,6 +122,9 @@
  void GPU_update_images_framechange(void);
  int GPU_update_image_time(struct Image *ima, double time);
  int GPU_verify_image(struct Image *ima, struct ImageUser *iuser, int
 tftile, int compare, int mipmap);
 +void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float
 *frect, int rectw, int recth, int mipmap, int use_hight_bit_depth, struct
 Image *ima);
 +void GPU_create_gl_tex_compressed(unsigned int *bind, unsigned int *pix,
 int x, int y, int mipmap, struct Image *ima, struct ImBuf *ibuf);
 +int GPU_upload_dxt_texture(struct ImBuf *ibuf);
  void GPU_free_image(struct Image *ima);
  void GPU_free_images(void);
  void GPU_free_images_anim(void);

 Modified: trunk/blender/source/blender/gpu/SConscript
 ===
 --- trunk/blender/source/blender/gpu/SConscript 2012-06-30 04:29:16 UTC
 (rev 48424)
 +++ trunk/blender/source/blender/gpu/SConscript 2012-06-30 04:34:34 UTC
 (rev 48425)
 @@ -17,4 +17,7 @@
  if env['WITH_BF_SMOKE']:
  defs.append('WITH_SMOKE')

 +if env['WITH_BF_DDS']:
 +   defs.append('WITH_DDS')
 +
  env.BlenderLib ( 'bf_gpu', sources, Split(incs), defines = defs,
 libtype=['core','player'], priority=[160,110] )

 Modified: trunk/blender/source/blender/gpu/intern/gpu_draw.c
 ===
 --- trunk/blender/source/blender/gpu/intern/gpu_draw.c  2012-06-30
 04:29:16 UTC (rev 48424)
 +++ trunk/blender/source/blender/gpu/intern/gpu_draw.c  2012-06-30
 04:34:34 UTC (rev 48425)
 @@ -427,8 +427,8 @@
 ImBuf *ibuf = NULL;
 unsigned int *bind = NULL;
 int rectw, recth, tpx=0, tpy=0, y;
 -   unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL;
 -   float *ftilerect= NULL, *fscalerect = NULL, *frect = NULL;
 +   unsigned int *tilerect= NULL, *rect= NULL;
 +   float *ftilerect= NULL, *frect = NULL;
 float *srgb_frect = NULL;
 short texwindx, texwindy, texwinsx, texwinsy;
 /* flag to determine whether high resolution format is used */
 @@ -611,7 +611,32 @@
 rect= tilerect;
 }
 }
 +#ifdef WITH_DDS
 +   if (ibuf-ftype  DDS)
 +   GPU_create_gl_tex_compressed(bind, rect, rectw, recth,
 mipmap, ima, ibuf);
 +   else
 +#endif
 +   GPU_create_gl_tex(bind, rect, frect, rectw, recth, mipmap,
 use_high_bit_depth, ima);

 

Re: [Bf-committers] Build error

2012-06-25 Thread Daniel Salazar - 3Developer.com
That did it! great indeed

Daniel Salazar
patazstudio.com


On Mon, Jun 25, 2012 at 1:15 AM, Sergey Sharybin sergey@gmail.comwrote:

 Daniel, commited possible fix to svn r48251. Please try again.

 On Mon, Jun 25, 2012 at 11:46 AM, Daniel Salazar - 3Developer.com 
 zan...@gmail.com wrote:

  Sergey, I screwed up my install so I started installing SuSE from scratch
  and this time following your exact instructions. Everything you said
 worked
  so thank you! The only thing missing is ffmpeg. I wen't ahead and
 installed
  libffmpeg-devel as the wiki says, enabled ffmpeg in ccmake and compiled.
  This is what I got
 
  http://www.pasteall.org/33228
 
  any ideas? this is the last thing for a perfect build!
 
  cheers
 
  Daniel Salazar
  patazstudio.com
 
 
  On Sun, Jun 24, 2012 at 12:29 PM, Daniel Salazar - 3Developer.com 
  zan...@gmail.com wrote:
 
   O_o ok thank you I will try tomorrow again from scratch
  
   Daniel Salazar
   patazstudio.com
  
  
  
   On Sun, Jun 24, 2012 at 2:35 AM, Sergey Sharybin sergey@gmail.com
  wrote:
  
   Once again, you *do not* need using libraries from svn *at all*, it is
   much
   easier to compile your
   own libraries on specific linux distro than trying to use libraries
   compiled for much older platforms.
  
   If you will install packages i've told you, you'll be able to compile
  oiio
   without any problems and
   it'll just work for Blender.
  
   I've already described you why you've got this issues: you're using
 oiio
   library compiled with
   openjpeg support, but you've got openjpeg disabled in your blender
 which
   means final linking
   would not take openjpeg into account at all.
  
   So, please stop wasting your own time and ours time and just do the
   following:
  
   1. Get rid of any libraries from our svn -- on newer distros you *do
  not*
   need them
   2. Make sure you've got installed all packages i've mentioned in
  previous
   mail,
   plus i've just installed openjpeg-devel and blender built with jpeg2k
   support without
   any issues.
   3. Compile current stable snapshot of oiio -- do not use git snapshot
   because they
   could be just broken
   4. Remove blender's CMakeCache.txt
   5. Re-configure blender pointing to your own oiio library as it was
  shown
   in my
   previous mail.
  
   Again, please just follow this instructions without any creative from
  your
   side, otherwise
   i wouldn't be able to help you -- it is just impossible to use
  precompiled
   libraries in a way
   you're trying to use them.
  
   On Sun, Jun 24, 2012 at 7:36 AM, Daniel Salazar - 3Developer.com 
   zan...@gmail.com wrote:
  
Well i'm trying to build OIIO downloaded from Git. I solved a boost
   error
in OIIO cmake config by pointing it to the svn boost libs and cmake
finishes successfully, however compilation still fails!
   
My cmake configuration is:
   
OPENJPEG_INCLUDE_DIR /usr/include
OPENJPEG_OPENJPEG_LIBRARY/usr/lib64/libopenjpeg.so
   
and I'm 100% possitive I got:
   
/usr/include/openjpeg.h
/usr/lib64/libopenjpeg.so
   
After make I get this:
   
[  1%] Building CXX object
   
   
  
 
 libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o
   
   
  
 
 /home/zanqdo/blender/trunk/lib/linux64/oiio/src/jpeg2000.imageio/jpeg2000input.cpp:32:22:
fatal error: openjpeg.h: No such file or directory
compilation terminated.
make[2]: ***
   
   
  
 
 [libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o]
Error 1
make[1]: *** [libOpenImageIO/CMakeFiles/OpenImageIO.dir/all] Error 2
make: *** [all] Error 2
   
weird!!!
   
Daniel Salazar
patazstudio.com
   
   
On Sat, Jun 23, 2012 at 5:28 PM, Daniel Salazar - 3Developer.com 
zan...@gmail.com wrote:
   
 Thanks a lot Sergey, I already had the libs from packman, I'm
 downloading a clean source and also deleted my ffmpeg and oiio
  folders
 from the svn libs leaving only boost and ocio from svn

 will report back!

 Daniel Salazar
 patazstudio.com


 On Sat, Jun 23, 2012 at 4:45 PM, Sergey Sharybin 
   sergey@gmail.com
 wrote:
  Installed OpenSUSE 12.1 and successfully built recent trunk of
   Blender
  there.
 
  All i've done is based on existing documentation of building
  blender
for
  OpenSUSE:
 

   
  
 
 http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Linux/OpenSUSE/CMake
 
  Apparently, there's no FFmpeg in standard OpenSUSE repository,
 so
   what
is
  need is
  to add extra repository:
 
  $ sudo zypper addrepo
http://packman.jacobs-university.de/suse/12.1/packman
 
  Then installed all needed dependencies:
 
  $ sudo zypper install subversion gcc gcc-c++ libSDL-devel
 openal-soft-devel
  libpng-devel \
 libjpeg-devel python3-devel libtiff-devel OpenEXR

Re: [Bf-committers] Build error

2012-06-24 Thread Daniel Salazar - 3Developer.com
O_o ok thank you I will try tomorrow again from scratch

Daniel Salazar
patazstudio.com


On Sun, Jun 24, 2012 at 2:35 AM, Sergey Sharybin sergey@gmail.comwrote:

 Once again, you *do not* need using libraries from svn *at all*, it is much
 easier to compile your
 own libraries on specific linux distro than trying to use libraries
 compiled for much older platforms.

 If you will install packages i've told you, you'll be able to compile oiio
 without any problems and
 it'll just work for Blender.

 I've already described you why you've got this issues: you're using oiio
 library compiled with
 openjpeg support, but you've got openjpeg disabled in your blender which
 means final linking
 would not take openjpeg into account at all.

 So, please stop wasting your own time and ours time and just do the
 following:

 1. Get rid of any libraries from our svn -- on newer distros you *do not*
 need them
 2. Make sure you've got installed all packages i've mentioned in previous
 mail,
 plus i've just installed openjpeg-devel and blender built with jpeg2k
 support without
 any issues.
 3. Compile current stable snapshot of oiio -- do not use git snapshot
 because they
 could be just broken
 4. Remove blender's CMakeCache.txt
 5. Re-configure blender pointing to your own oiio library as it was shown
 in my
 previous mail.

 Again, please just follow this instructions without any creative from your
 side, otherwise
 i wouldn't be able to help you -- it is just impossible to use precompiled
 libraries in a way
 you're trying to use them.

 On Sun, Jun 24, 2012 at 7:36 AM, Daniel Salazar - 3Developer.com 
 zan...@gmail.com wrote:

  Well i'm trying to build OIIO downloaded from Git. I solved a boost error
  in OIIO cmake config by pointing it to the svn boost libs and cmake
  finishes successfully, however compilation still fails!
 
  My cmake configuration is:
 
  OPENJPEG_INCLUDE_DIR /usr/include
  OPENJPEG_OPENJPEG_LIBRARY/usr/lib64/libopenjpeg.so
 
  and I'm 100% possitive I got:
 
  /usr/include/openjpeg.h
  /usr/lib64/libopenjpeg.so
 
  After make I get this:
 
  [  1%] Building CXX object
 
 
 libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o
 
 
 /home/zanqdo/blender/trunk/lib/linux64/oiio/src/jpeg2000.imageio/jpeg2000input.cpp:32:22:
  fatal error: openjpeg.h: No such file or directory
  compilation terminated.
  make[2]: ***
 
 
 [libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o]
  Error 1
  make[1]: *** [libOpenImageIO/CMakeFiles/OpenImageIO.dir/all] Error 2
  make: *** [all] Error 2
 
  weird!!!
 
  Daniel Salazar
  patazstudio.com
 
 
  On Sat, Jun 23, 2012 at 5:28 PM, Daniel Salazar - 3Developer.com 
  zan...@gmail.com wrote:
 
   Thanks a lot Sergey, I already had the libs from packman, I'm
   downloading a clean source and also deleted my ffmpeg and oiio folders
   from the svn libs leaving only boost and ocio from svn
  
   will report back!
  
   Daniel Salazar
   patazstudio.com
  
  
   On Sat, Jun 23, 2012 at 4:45 PM, Sergey Sharybin sergey@gmail.com
 
   wrote:
Installed OpenSUSE 12.1 and successfully built recent trunk of
 Blender
there.
   
All i've done is based on existing documentation of building blender
  for
OpenSUSE:
   
  
 
 http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Linux/OpenSUSE/CMake
   
Apparently, there's no FFmpeg in standard OpenSUSE repository, so
 what
  is
need is
to add extra repository:
   
$ sudo zypper addrepo
  http://packman.jacobs-university.de/suse/12.1/packman
   
Then installed all needed dependencies:
   
$ sudo zypper install subversion gcc gcc-c++ libSDL-devel
   openal-soft-devel
libpng-devel \
   libjpeg-devel python3-devel libtiff-devel OpenEXR-devel
 boost-devel
  \
   python-devel glew-devel cmake
   
Then it's easier to compile OpenImageIO for this particular distro
(wouldn't cause any
issues like non-working jpeg textures which happens on Ubuntu).
   
Sources of OIIO could be found here:
https://sites.google.com/site/openimageio/
   
After download, run in the terminal:
   
$ tar -xf OpenImageIO-oiio-Release-1.0.6-1-g8088d01.tar.gz
$ cd OpenImageIO-oiio-8088d01
$ mkdir build
$ cd build
$ cmake \
   -D CMAKE_BUILD_TYPE=Release \
   -D CMAKE_INSTALL_PREFIX=/opt/lib/oiio-1.0.6 \
   -D BUILDSTATIC=ON \
   -D CMAKE_CXX_FLAGS:STRING=-fPIC \
   ../src
$ make
$ sudo make install
   
Then it's needed to clone Blender's svn to somewhere on local
 machine:
   
$ svn co
   https://svn.blender.org/svnroot/bf-blender/trunk/blenderblender-svn
$ mkdir build-blender
$ cmake \
   -D CMAKE_BUILD_TYPE=Release \
   -D OPENIMAGEIO_ROOT_DIR=/opt/lib/oiio-1.0.6 \
   ../blender
$ make install
   
And voila, ./bin/blender works perfectly.
   
P.S. OpenJpeg was currently disabled, would

Re: [Bf-committers] Build error

2012-06-24 Thread Daniel Salazar - 3Developer.com
Sergey, I screwed up my install so I started installing SuSE from scratch
and this time following your exact instructions. Everything you said worked
so thank you! The only thing missing is ffmpeg. I wen't ahead and installed
libffmpeg-devel as the wiki says, enabled ffmpeg in ccmake and compiled.
This is what I got

http://www.pasteall.org/33228

any ideas? this is the last thing for a perfect build!

cheers

Daniel Salazar
patazstudio.com


On Sun, Jun 24, 2012 at 12:29 PM, Daniel Salazar - 3Developer.com 
zan...@gmail.com wrote:

 O_o ok thank you I will try tomorrow again from scratch

 Daniel Salazar
 patazstudio.com



 On Sun, Jun 24, 2012 at 2:35 AM, Sergey Sharybin sergey@gmail.comwrote:

 Once again, you *do not* need using libraries from svn *at all*, it is
 much
 easier to compile your
 own libraries on specific linux distro than trying to use libraries
 compiled for much older platforms.

 If you will install packages i've told you, you'll be able to compile oiio
 without any problems and
 it'll just work for Blender.

 I've already described you why you've got this issues: you're using oiio
 library compiled with
 openjpeg support, but you've got openjpeg disabled in your blender which
 means final linking
 would not take openjpeg into account at all.

 So, please stop wasting your own time and ours time and just do the
 following:

 1. Get rid of any libraries from our svn -- on newer distros you *do not*
 need them
 2. Make sure you've got installed all packages i've mentioned in previous
 mail,
 plus i've just installed openjpeg-devel and blender built with jpeg2k
 support without
 any issues.
 3. Compile current stable snapshot of oiio -- do not use git snapshot
 because they
 could be just broken
 4. Remove blender's CMakeCache.txt
 5. Re-configure blender pointing to your own oiio library as it was shown
 in my
 previous mail.

 Again, please just follow this instructions without any creative from your
 side, otherwise
 i wouldn't be able to help you -- it is just impossible to use precompiled
 libraries in a way
 you're trying to use them.

 On Sun, Jun 24, 2012 at 7:36 AM, Daniel Salazar - 3Developer.com 
 zan...@gmail.com wrote:

  Well i'm trying to build OIIO downloaded from Git. I solved a boost
 error
  in OIIO cmake config by pointing it to the svn boost libs and cmake
  finishes successfully, however compilation still fails!
 
  My cmake configuration is:
 
  OPENJPEG_INCLUDE_DIR /usr/include
  OPENJPEG_OPENJPEG_LIBRARY/usr/lib64/libopenjpeg.so
 
  and I'm 100% possitive I got:
 
  /usr/include/openjpeg.h
  /usr/lib64/libopenjpeg.so
 
  After make I get this:
 
  [  1%] Building CXX object
 
 
 libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o
 
 
 /home/zanqdo/blender/trunk/lib/linux64/oiio/src/jpeg2000.imageio/jpeg2000input.cpp:32:22:
  fatal error: openjpeg.h: No such file or directory
  compilation terminated.
  make[2]: ***
 
 
 [libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o]
  Error 1
  make[1]: *** [libOpenImageIO/CMakeFiles/OpenImageIO.dir/all] Error 2
  make: *** [all] Error 2
 
  weird!!!
 
  Daniel Salazar
  patazstudio.com
 
 
  On Sat, Jun 23, 2012 at 5:28 PM, Daniel Salazar - 3Developer.com 
  zan...@gmail.com wrote:
 
   Thanks a lot Sergey, I already had the libs from packman, I'm
   downloading a clean source and also deleted my ffmpeg and oiio folders
   from the svn libs leaving only boost and ocio from svn
  
   will report back!
  
   Daniel Salazar
   patazstudio.com
  
  
   On Sat, Jun 23, 2012 at 4:45 PM, Sergey Sharybin 
 sergey@gmail.com
   wrote:
Installed OpenSUSE 12.1 and successfully built recent trunk of
 Blender
there.
   
All i've done is based on existing documentation of building blender
  for
OpenSUSE:
   
  
 
 http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Linux/OpenSUSE/CMake
   
Apparently, there's no FFmpeg in standard OpenSUSE repository, so
 what
  is
need is
to add extra repository:
   
$ sudo zypper addrepo
  http://packman.jacobs-university.de/suse/12.1/packman
   
Then installed all needed dependencies:
   
$ sudo zypper install subversion gcc gcc-c++ libSDL-devel
   openal-soft-devel
libpng-devel \
   libjpeg-devel python3-devel libtiff-devel OpenEXR-devel
 boost-devel
  \
   python-devel glew-devel cmake
   
Then it's easier to compile OpenImageIO for this particular distro
(wouldn't cause any
issues like non-working jpeg textures which happens on Ubuntu).
   
Sources of OIIO could be found here:
https://sites.google.com/site/openimageio/
   
After download, run in the terminal:
   
$ tar -xf OpenImageIO-oiio-Release-1.0.6-1-g8088d01.tar.gz
$ cd OpenImageIO-oiio-8088d01
$ mkdir build
$ cd build
$ cmake \
   -D CMAKE_BUILD_TYPE=Release \
   -D CMAKE_INSTALL_PREFIX=/opt/lib/oiio-1.0.6 \
   -D

Re: [Bf-committers] Build error

2012-06-23 Thread Daniel Salazar - 3Developer.com
Thank you Campbell I went ahead and disabled the flag but I still got this :s

http://www.pasteall.org/33180

and this is my entire CMakeCache.txt file in case it's useful

http://www.pasteall.org/33181

Daniel Salazar
patazstudio.com


On Sat, Jun 23, 2012 at 8:25 AM, Campbell Barton ideasma...@gmail.com wrote:
 @Daniel, try disable CMake's new WITH_SYSTEM_OPENJPEG option, this
 will build against OpenJPEG 1.5 bundled with blender.

 On Sat, Jun 23, 2012 at 3:27 PM, Campbell Barton ideasma...@gmail.com wrote:
 The issue is that blender links against a static OIIO which has calls
 to openjpeg. if those are not resolved when linking blenders binary,
 blender wont build - giving linking errors.

 Ill add the CMake option to build on linux with our bundled openjpeg,
 might simplify things.

 On Sat, Jun 23, 2012 at 2:57 PM, Thomas Dinges blen...@dingto.org wrote:
 Well the problems Daniel get, are in Blenders compile process. If OIIO
 has been built with OpenJPEG support, it can read the format, disabling
 the option for Blender won't have an affect on OIIO.

 Am 23.06.2012 14:51, schrieb Campbell Barton:
 OpenImageIO requires it, therefor cycles.

 we could build OpenImageIO without openjpeg to workaround this
 problem, but then it cant open Jpeg 2000.

 On Sat, Jun 23, 2012 at 12:45 PM, Thomas Dinges blen...@dingto.org wrote:
 Why don't you just disable OpenJPEG? It's only used for Jpeg 2000 support.

 Am 23.06.2012 04:33, schrieb Daniel Salazar - 3Developer.com:
 I have upgrated my libs to:

 OpenJPEG: 2.0.0
 JPEG: 8.3.0

 I'm getting this error when trying to build with OpenJPEG enabled

 http://www.pasteall.org/33157

 Daniel Salazar
 patazstudio.com

 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers




 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers



 --
 - Campbell



 --
 - Campbell
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
___
Bf-committers mailing list
Bf-committers@blender.org
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Re: [Bf-committers] Build error

2012-06-23 Thread Daniel Salazar - 3Developer.com
And this is trying to build with svn ffmpeg libs and NO cycles

http://www.pasteall.org/33182

The only way I can currently build is with no ffmpeg or cycles enabled

Daniel Salazar
patazstudio.com


On Sat, Jun 23, 2012 at 2:48 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 Thank you Campbell I went ahead and disabled the flag but I still got this :s

 http://www.pasteall.org/33180

 and this is my entire CMakeCache.txt file in case it's useful

 http://www.pasteall.org/33181

 Daniel Salazar
 patazstudio.com


 On Sat, Jun 23, 2012 at 8:25 AM, Campbell Barton ideasma...@gmail.com wrote:
 @Daniel, try disable CMake's new WITH_SYSTEM_OPENJPEG option, this
 will build against OpenJPEG 1.5 bundled with blender.

 On Sat, Jun 23, 2012 at 3:27 PM, Campbell Barton ideasma...@gmail.com 
 wrote:
 The issue is that blender links against a static OIIO which has calls
 to openjpeg. if those are not resolved when linking blenders binary,
 blender wont build - giving linking errors.

 Ill add the CMake option to build on linux with our bundled openjpeg,
 might simplify things.

 On Sat, Jun 23, 2012 at 2:57 PM, Thomas Dinges blen...@dingto.org wrote:
 Well the problems Daniel get, are in Blenders compile process. If OIIO
 has been built with OpenJPEG support, it can read the format, disabling
 the option for Blender won't have an affect on OIIO.

 Am 23.06.2012 14:51, schrieb Campbell Barton:
 OpenImageIO requires it, therefor cycles.

 we could build OpenImageIO without openjpeg to workaround this
 problem, but then it cant open Jpeg 2000.

 On Sat, Jun 23, 2012 at 12:45 PM, Thomas Dinges blen...@dingto.org 
 wrote:
 Why don't you just disable OpenJPEG? It's only used for Jpeg 2000 
 support.

 Am 23.06.2012 04:33, schrieb Daniel Salazar - 3Developer.com:
 I have upgrated my libs to:

 OpenJPEG: 2.0.0
 JPEG: 8.3.0

 I'm getting this error when trying to build with OpenJPEG enabled

 http://www.pasteall.org/33157

 Daniel Salazar
 patazstudio.com

 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers




 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers



 --
 - Campbell



 --
 - Campbell
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
___
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Re: [Bf-committers] Build error

2012-06-23 Thread Daniel Salazar - 3Developer.com
Thanks a lot Sergey, I already had the libs from packman, I'm
downloading a clean source and also deleted my ffmpeg and oiio folders
from the svn libs leaving only boost and ocio from svn

will report back!

Daniel Salazar
patazstudio.com


On Sat, Jun 23, 2012 at 4:45 PM, Sergey Sharybin sergey@gmail.com wrote:
 Installed OpenSUSE 12.1 and successfully built recent trunk of Blender
 there.

 All i've done is based on existing documentation of building blender for
 OpenSUSE:
 http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Linux/OpenSUSE/CMake

 Apparently, there's no FFmpeg in standard OpenSUSE repository, so what is
 need is
 to add extra repository:

 $ sudo zypper addrepo http://packman.jacobs-university.de/suse/12.1/ packman

 Then installed all needed dependencies:

 $ sudo zypper install subversion gcc gcc-c++ libSDL-devel openal-soft-devel
 libpng-devel \
    libjpeg-devel python3-devel libtiff-devel OpenEXR-devel boost-devel \
    python-devel glew-devel cmake

 Then it's easier to compile OpenImageIO for this particular distro
 (wouldn't cause any
 issues like non-working jpeg textures which happens on Ubuntu).

 Sources of OIIO could be found here:
 https://sites.google.com/site/openimageio/

 After download, run in the terminal:

 $ tar -xf OpenImageIO-oiio-Release-1.0.6-1-g8088d01.tar.gz
 $ cd OpenImageIO-oiio-8088d01
 $ mkdir build
 $ cd build
 $ cmake \
        -D CMAKE_BUILD_TYPE=Release \
        -D CMAKE_INSTALL_PREFIX=/opt/lib/oiio-1.0.6 \
        -D BUILDSTATIC=ON \
        -D CMAKE_CXX_FLAGS:STRING=-fPIC \
        ../src
 $ make
 $ sudo make install

 Then it's needed to clone Blender's svn to somewhere on local machine:

 $ svn co https://svn.blender.org/svnroot/bf-blender/trunk/blenderblender-svn
 $ mkdir build-blender
 $ cmake \
    -D CMAKE_BUILD_TYPE=Release \
    -D OPENIMAGEIO_ROOT_DIR=/opt/lib/oiio-1.0.6 \
    ../blender
 $ make install

 And voila, ./bin/blender works perfectly.

 P.S. OpenJpeg was currently disabled, would check on if it does work and
 why if not tomorrow.

 --
 With best regards, Sergey Sharybin
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
___
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Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-23 Thread Daniel Salazar - 3Developer.com
I have an idea, assign devs to help Blender studios around the world, ie:
patazstudio from Costa Rica :D That and limit open movies to 3 min films! :)

cheers!

Daniel Salazar
patazstudio.com

On Sat, Jun 23, 2012 at 5:59 PM, Campbell Barton ideasma...@gmail.comwrote:

 On Sun, Jun 24, 2012 at 1:29 AM, Matt Ebb m...@mke3.net wrote:
  On Fri, Jun 22, 2012 at 12:05 AM, Ton Roosendaal t...@blender.org
 wrote:
  with the evident benefits but also with as danger that it can go out of
 control with a huge pile of postponed todo items and issues. :)
 
  http://en.wikipedia.org/wiki/Technical_debt
 
  This is an issue for blender, and has been for a while. It may not be
  as exciting to rally volunteer developers around, but I think
  post-2.6, a period of 'paying off these debts' would be very good for
  blender users, especially those using it in production.
 
  I think that this isn't just related to short release cycles though, a
  lot of it's also due to the open movie projects ('Business pressures'
  in that list, I suppose). They certainly have their benefits, but they
  also leave a lot of unfinished work in their wake.
 
  One of the original ideas for the open movies was to use a practical
  animation project to 'get blender ready for production', however in
  the heat of the project, under deadlines and resource pressures, this
  becomes more like 'fit in the minimum required to allow this
  particular production to get done'.
 
  Using blender in production at the time, I was quite sensitive to this
  happening during BBB, with features implemented well enough for the
  team's specific purposes, but not so practical for other use cases. It
  happened in Sintel (hair dynamics is one example), and it now seems to
  be happening in Mango. One example that I'm familiar with right now is
  how the render API seems to have been bypassed and all but forgotten,
  during the rush to get Cycles in a usable state.
 
  Another issue is that the open project are usually exploring new
  territory for the development team - that's often a major reasons for
  existence of the projects (eg. 'improve blender's furry hair styling
  and rendering' or 'improve live-action vfx compositing'). It's great
  to have a focused target, and it's often a good way to get things
  done. The danger however is that often the coders and artists involved
  have little experience in a particular field that they're exploring,
  and the design decisions and implementations may turn out to not be so
  good in hindsight, and maybe aren't so good to commit to for Blender.
 
  There's a tendency to think that since a movie project got completed,
  then that particular area of functionality is 'solved', eg. BBB got
  finished, therefore hair styling and rendering is done, and we can
  move on. In reality, Blender users can be left with tools that really
  don't work that well outside of the project's specific needs, or tools
  that now with the benefit of hindsight and experience, should have
  been implemented in a better way. However if developers keep moving on
  to newer things, and if this happens across all areas of
  functionality, the end result is an application made up of parts which
  are all first-draft attempts, which work 'ok' in some situations but
  not in others, and never smoothly and elegantly.
 
  One positive example on the other hand was the render branch after
  Sintel. The easy thing to do would have been to satisfy the casual
  users who want to play with new toys, add it all in, and move on.
  After all the development work that was done on it, it was really
  commendable to see self-reflection and the willingness to step back,
  critique it, and say This isn't right for Blender and its users, it
  needs to be done a better way, and throw a lot of it away. In the
  end, it led to cycles, which I'm sure most Blender users will be much
  happier using in the long term, and is hopefully shaping up to be
  something that's actually a great tool to use, not just a 75% done
  first-version.
 
  This is also a good argument for doing movie project-specific
  development in a separate branch. Adding these things into trunk as
  they are coded makes it much more difficult to revert later on.
 
  So! For these open projects to become more effective ways of achieving
  the goal of improving Blender as a package, not as a project-specific
  tool, there needs to be a period of critique and further work after
  each project. I know from experience that at the end of a tiring job
  when you just want to forget it all, have a rest, and move on, the
  last thing you want to do is go back over it all and re-work it, but
  that's the difference between doing this development for that movie
  project only, or for Blender in general.
 
  Questions need to be asked - Is this the right way to go? Should we
  revise this with better design decisions? What worked and didn't
  work well during the course of the project? What hacks did we have
  

Re: [Bf-committers] Build error

2012-06-23 Thread Daniel Salazar - 3Developer.com
Well i'm trying to build OIIO downloaded from Git. I solved a boost error
in OIIO cmake config by pointing it to the svn boost libs and cmake
finishes successfully, however compilation still fails!

My cmake configuration is:

OPENJPEG_INCLUDE_DIR /usr/include
OPENJPEG_OPENJPEG_LIBRARY/usr/lib64/libopenjpeg.so

and I'm 100% possitive I got:

/usr/include/openjpeg.h
/usr/lib64/libopenjpeg.so

After make I get this:

[  1%] Building CXX object
libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o
/home/zanqdo/blender/trunk/lib/linux64/oiio/src/jpeg2000.imageio/jpeg2000input.cpp:32:22:
fatal error: openjpeg.h: No such file or directory
compilation terminated.
make[2]: ***
[libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o]
Error 1
make[1]: *** [libOpenImageIO/CMakeFiles/OpenImageIO.dir/all] Error 2
make: *** [all] Error 2

weird!!!

Daniel Salazar
patazstudio.com


On Sat, Jun 23, 2012 at 5:28 PM, Daniel Salazar - 3Developer.com 
zan...@gmail.com wrote:

 Thanks a lot Sergey, I already had the libs from packman, I'm
 downloading a clean source and also deleted my ffmpeg and oiio folders
 from the svn libs leaving only boost and ocio from svn

 will report back!

 Daniel Salazar
 patazstudio.com


 On Sat, Jun 23, 2012 at 4:45 PM, Sergey Sharybin sergey@gmail.com
 wrote:
  Installed OpenSUSE 12.1 and successfully built recent trunk of Blender
  there.
 
  All i've done is based on existing documentation of building blender for
  OpenSUSE:
 
 http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Linux/OpenSUSE/CMake
 
  Apparently, there's no FFmpeg in standard OpenSUSE repository, so what is
  need is
  to add extra repository:
 
  $ sudo zypper addrepo http://packman.jacobs-university.de/suse/12.1/packman
 
  Then installed all needed dependencies:
 
  $ sudo zypper install subversion gcc gcc-c++ libSDL-devel
 openal-soft-devel
  libpng-devel \
 libjpeg-devel python3-devel libtiff-devel OpenEXR-devel boost-devel \
 python-devel glew-devel cmake
 
  Then it's easier to compile OpenImageIO for this particular distro
  (wouldn't cause any
  issues like non-working jpeg textures which happens on Ubuntu).
 
  Sources of OIIO could be found here:
  https://sites.google.com/site/openimageio/
 
  After download, run in the terminal:
 
  $ tar -xf OpenImageIO-oiio-Release-1.0.6-1-g8088d01.tar.gz
  $ cd OpenImageIO-oiio-8088d01
  $ mkdir build
  $ cd build
  $ cmake \
 -D CMAKE_BUILD_TYPE=Release \
 -D CMAKE_INSTALL_PREFIX=/opt/lib/oiio-1.0.6 \
 -D BUILDSTATIC=ON \
 -D CMAKE_CXX_FLAGS:STRING=-fPIC \
 ../src
  $ make
  $ sudo make install
 
  Then it's needed to clone Blender's svn to somewhere on local machine:
 
  $ svn co
 https://svn.blender.org/svnroot/bf-blender/trunk/blenderblender-svn
  $ mkdir build-blender
  $ cmake \
 -D CMAKE_BUILD_TYPE=Release \
 -D OPENIMAGEIO_ROOT_DIR=/opt/lib/oiio-1.0.6 \
 ../blender
  $ make install
 
  And voila, ./bin/blender works perfectly.
 
  P.S. OpenJpeg was currently disabled, would check on if it does work and
  why if not tomorrow.
 
  --
  With best regards, Sergey Sharybin
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Re: [Bf-committers] Build error

2012-06-22 Thread Daniel Salazar - 3Developer.com
Hi Sergey, at first i was trying with the one in svn, now I'm trying with 0.11.1

cheers

Daniel Salazar
patazstudio.com


On Fri, Jun 22, 2012 at 1:28 AM, Sergey Sharybin sergey@gmail.com wrote:
 Daniel,

 Which exactly FFmpeg version your system uses?

 On Fri, Jun 22, 2012 at 12:24 AM, Daniel Salazar - 3Developer.com 
 zan...@gmail.com wrote:

 CMake, I gave all the info in the first post

 Daniel Salazar
 patazstudio.com


 On Thu, Jun 21, 2012 at 12:24 PM, Richard Shaw hobbes1...@gmail.com
 wrote:
  On Thu, Jun 21, 2012 at 11:56 AM, Daniel Salazar - 3Developer.com
  zan...@gmail.com wrote:
  I deleted the ffmpeg libs from svn in order to use the system ones,
  this has worked for me in the past. Now I'm getting this
 
  http://www.pasteall.org/33119
 
  any ideas?
 
  I don't remember you saying one way or the other, but are you using
  cmake or scons for building?
 
  I just got done building current SVN with FFMPEG enabled (it's
  disabled be default for Fedora) and it used the system installed
  library and I didn't have any issues.
 
  Richard
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Re: [Bf-committers] Build error

2012-06-22 Thread Daniel Salazar - 3Developer.com
What are the supported versions of fmpeg, openjpeg, tiff etc anyway?

Daniel Salazar
patazstudio.com


On Fri, Jun 22, 2012 at 8:55 AM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 Hi Sergey, at first i was trying with the one in svn, now I'm trying with 
 0.11.1

 cheers

 Daniel Salazar
 patazstudio.com


 On Fri, Jun 22, 2012 at 1:28 AM, Sergey Sharybin sergey@gmail.com wrote:
 Daniel,

 Which exactly FFmpeg version your system uses?

 On Fri, Jun 22, 2012 at 12:24 AM, Daniel Salazar - 3Developer.com 
 zan...@gmail.com wrote:

 CMake, I gave all the info in the first post

 Daniel Salazar
 patazstudio.com


 On Thu, Jun 21, 2012 at 12:24 PM, Richard Shaw hobbes1...@gmail.com
 wrote:
  On Thu, Jun 21, 2012 at 11:56 AM, Daniel Salazar - 3Developer.com
  zan...@gmail.com wrote:
  I deleted the ffmpeg libs from svn in order to use the system ones,
  this has worked for me in the past. Now I'm getting this
 
  http://www.pasteall.org/33119
 
  any ideas?
 
  I don't remember you saying one way or the other, but are you using
  cmake or scons for building?
 
  I just got done building current SVN with FFMPEG enabled (it's
  disabled be default for Fedora) and it used the system installed
  library and I didn't have any issues.
 
  Richard
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Re: [Bf-committers] Build error

2012-06-22 Thread Daniel Salazar - 3Developer.com
I have upgrated my libs to:

OpenJPEG: 2.0.0
JPEG: 8.3.0

I'm getting this error when trying to build with OpenJPEG enabled

http://www.pasteall.org/33157

Daniel Salazar
patazstudio.com


On Fri, Jun 22, 2012 at 9:47 AM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 What are the supported versions of fmpeg, openjpeg, tiff etc anyway?

 Daniel Salazar
 patazstudio.com


 On Fri, Jun 22, 2012 at 8:55 AM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 Hi Sergey, at first i was trying with the one in svn, now I'm trying with 
 0.11.1

 cheers

 Daniel Salazar
 patazstudio.com


 On Fri, Jun 22, 2012 at 1:28 AM, Sergey Sharybin sergey@gmail.com 
 wrote:
 Daniel,

 Which exactly FFmpeg version your system uses?

 On Fri, Jun 22, 2012 at 12:24 AM, Daniel Salazar - 3Developer.com 
 zan...@gmail.com wrote:

 CMake, I gave all the info in the first post

 Daniel Salazar
 patazstudio.com


 On Thu, Jun 21, 2012 at 12:24 PM, Richard Shaw hobbes1...@gmail.com
 wrote:
  On Thu, Jun 21, 2012 at 11:56 AM, Daniel Salazar - 3Developer.com
  zan...@gmail.com wrote:
  I deleted the ffmpeg libs from svn in order to use the system ones,
  this has worked for me in the past. Now I'm getting this
 
  http://www.pasteall.org/33119
 
  any ideas?
 
  I don't remember you saying one way or the other, but are you using
  cmake or scons for building?
 
  I just got done building current SVN with FFMPEG enabled (it's
  disabled be default for Fedora) and it used the system installed
  library and I didn't have any issues.
 
  Richard
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Re: [Bf-committers] Build error

2012-06-21 Thread Daniel Salazar - 3Developer.com
mm I'm getting this now

http://www.pasteall.org/33112

thanks

Daniel Salazar
patazstudio.com


On Thu, Jun 21, 2012 at 8:50 AM, Antony Riakiotakis kal...@gmail.com wrote:
 Should be fixed in recent svn.
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Re: [Bf-committers] Build error

2012-06-21 Thread Daniel Salazar - 3Developer.com
Will do, linux 64

cheers

Daniel Salazar
patazstudio.com


On Thu, Jun 21, 2012 at 9:16 AM, Antony Riakiotakis kal...@gmail.com wrote:
 Can you try a clean build? Are you on windows?
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Re: [Bf-committers] Build error

2012-06-21 Thread Daniel Salazar - 3Developer.com
I tried moving from 6.2 to 8.0 or so but it conflicted with libtiff
(dependency) :s

Daniel Salazar
patazstudio.com


On Thu, Jun 21, 2012 at 9:25 AM, Antony Riakiotakis kal...@gmail.com wrote:
 I think on linux the system library is used. Maybe you should upgrade your
 system's openjpeg?
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Re: [Bf-committers] Build error

2012-06-21 Thread Daniel Salazar - 3Developer.com
I deleted the ffmpeg libs from svn in order to use the system ones,
this has worked for me in the past. Now I'm getting this

http://www.pasteall.org/33119

any ideas?

Daniel Salazar
patazstudio.com


On Thu, Jun 21, 2012 at 10:35 AM, Richard Shaw hobbes1...@gmail.com wrote:
 On Thu, Jun 21, 2012 at 11:28 AM, Antony Riakiotakis kal...@gmail.com wrote:
 Should we add a switch to use external/openjpeg for people who may want it?

 I think that would be a good idea although you kinda already do (with
 cmake). In my spec file for Fedora I rm -rf the bundled openjpeg
 library and cmake automatically finds the system library. It looks
 like this is the default on unix/llinux.

 Richard
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Re: [Bf-committers] Build error

2012-06-21 Thread Daniel Salazar - 3Developer.com
CMake, I gave all the info in the first post

Daniel Salazar
patazstudio.com


On Thu, Jun 21, 2012 at 12:24 PM, Richard Shaw hobbes1...@gmail.com wrote:
 On Thu, Jun 21, 2012 at 11:56 AM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 I deleted the ffmpeg libs from svn in order to use the system ones,
 this has worked for me in the past. Now I'm getting this

 http://www.pasteall.org/33119

 any ideas?

 I don't remember you saying one way or the other, but are you using
 cmake or scons for building?

 I just got done building current SVN with FFMPEG enabled (it's
 disabled be default for Fedora) and it used the system installed
 library and I didn't have any issues.

 Richard
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [47629] trunk/blender/intern/cycles: Cycles / Cleanup:

2012-06-09 Thread Daniel Salazar - 3Developer.com
Wait, do you feel personally offended because i might have confused a
problem with one of your commits and failed to point to the exact culprit?
Im the idiot then, i never attacked you! Feel free to point me to the
correct commit, however if you want to be offended i can do better than
that :)

Back to business, the issue is changing the rendering context seems to
change the texture UI in all contexts. I can not link the old procedural
textures to a modifier when cycles is enabled. This is a problem because
blender internal textures are extremly powerful as stand alone textures
(can do ramps and a lot more without nodes). This helps with uses outside
of the shading system. This is why I ask, whats the plan? Are we leaving
the old textures forever available for this uses? Im away from my pc but
will do demo files later

peace

Daniel Salazar
patazstudio.com


On Sat, Jun 9, 2012 at 3:24 AM, Thomas Dinges blen...@dingto.org wrote:

 Daniel,
 my commit has nothing to do with textures outside of the Cycles shading
 context, it should not affect textures for scultping etc.
 I mainly cleaned up some old references to textures, which are not
 available in the Cycles shaders since November 2011. Again, Cycles
 Shader system only!

 So the next time you accuse someone that his commit broke something, I
 suggest to double check if that is really the exact revision the issue
 is introduced, before start moaning on the mailing list. ;-)

 Am 09.06.2012 06:57, schrieb Daniel Salazar - 3Developer.com:
  The textures used for modifiers, sculpting and other non material tasks
  are severely limited by this commit. I can't even color ramp a texture
  anymore! What's the plan here?
 
  Daniel Salazar
  patazstudio.com
 
 
  On Fri, Jun 8, 2012 at 2:17 PM, Thomas Dingesblen...@dingto.org
  wrote:
 
  Revision: 47629
 
 
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=47629
  Author:   dingto
  Date: 2012-06-08 20:17:02 + (Fri, 08 Jun 2012)
  Log Message:
  ---
  Cycles / Cleanup:
  * All references to old textures should now be finally removed.
 
  Modified Paths:
  --
  trunk/blender/intern/cycles/app/cycles_xml.cpp
  trunk/blender/intern/cycles/render/nodes.cpp
 
  Modified: trunk/blender/intern/cycles/app/cycles_xml.cpp
  ===
  --- trunk/blender/intern/cycles/app/cycles_xml.cpp  2012-06-08
  19:57:28 UTC (rev 47628)
  +++ trunk/blender/intern/cycles/app/cycles_xml.cpp  2012-06-08
  20:17:02 UTC (rev 47629)
  @@ -392,9 +392,9 @@
  snode = dist;
  }
  else if(string_iequals(node.name(), wave_texture)) {
  -   WaveTextureNode *wood = new WaveTextureNode();
  -   xml_read_enum(wood-type,
  WaveTextureNode::type_enum, node, type);
  -   snode = wood;
  +   WaveTextureNode *wave = new WaveTextureNode();
  +   xml_read_enum(wave-type,
  WaveTextureNode::type_enum, node, type);
  +   snode = wave;
  }
  else if(string_iequals(node.name(), normal)) {
  snode = new NormalNode();
 
  Modified: trunk/blender/intern/cycles/render/nodes.cpp
  ===
  --- trunk/blender/intern/cycles/render/nodes.cpp2012-06-08
  19:57:28 UTC (rev 47628)
  +++ trunk/blender/intern/cycles/render/nodes.cpp2012-06-08
  20:17:02 UTC (rev 47629)
  @@ -695,7 +695,7 @@
ShaderEnum WaveTextureNode::type_enum = wave_type_init();
 
WaveTextureNode::WaveTextureNode()
  -: TextureNode(marble_texture)
  +: TextureNode(wave_texture)
{
  type = ustring(Bands);
 
 
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [47629] trunk/blender/intern/cycles: Cycles / Cleanup:

2012-06-09 Thread Daniel Salazar - 3Developer.com
Thanks Thomas, if i switch to BI, tweak the settings and switch back to
Cycles will i not loose any data or configuration? Will the the change
still have an effect even with cycles enabled?

cheers¡

Daniel Salazar
patazstudio.com


On Sat, Jun 9, 2012 at 2:59 PM, Thomas Dinges blen...@dingto.org wrote:

 I am not offended, but if you or someone else says that one of my
 commits broke something it's my obligation to check that and that takes
 time.

 All I did was a code cleanup, which removed some code inside Cycles,
 which simply does not affect general Texture pipeline at all.
 The reorganized textures in the Cycles Shading system are there since
 Cycles was in Trunk, and the Texture UI indeed is different between BI
 and Internal, something that is also present since Cycles is in Trunk...

 The Textur Workflow for that in Cycles is still WIP from what I remember
 though, Basic Color modification options for Textures still need to be
 added. For now just change back to Internal if you want to modify a
 texture and some fancy option there.

 Thomas


 Am 09.06.2012 22:34, schrieb Daniel Salazar - 3Developer.com:
  Wait, do you feel personally offended because i might have confused a
  problem with one of your commits and failed to point to the exact
 culprit?
  Im the idiot then, i never attacked you! Feel free to point me to the
  correct commit, however if you want to be offended i can do better than
  that :)
 
  Back to business, the issue is changing the rendering context seems to
  change the texture UI in all contexts. I can not link the old procedural
  textures to a modifier when cycles is enabled. This is a problem because
  blender internal textures are extremly powerful as stand alone textures
  (can do ramps and a lot more without nodes). This helps with uses outside
  of the shading system. This is why I ask, whats the plan? Are we leaving
  the old textures forever available for this uses? Im away from my pc but
  will do demo files later
 
  peace
 
  Daniel Salazar
  patazstudio.com
 
 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [47629] trunk/blender/intern/cycles: Cycles / Cleanup:

2012-06-09 Thread Daniel Salazar - 3Developer.com
Cheers¡

Daniel Salazar
patazstudio.com


On Sat, Jun 9, 2012 at 3:06 PM, Thomas Dinges blen...@dingto.org wrote:

 You should not lose any data, but rendering in 3D will stop of course in
 the meantime.

 Thomas

 Am 09.06.2012 23:02, schrieb Daniel Salazar - 3Developer.com:
  Thanks Thomas, if i switch to BI, tweak the settings and switch back to
  Cycles will i not loose any data or configuration? Will the the change
  still have an effect even with cycles enabled?
 
  cheers¡
 
  Daniel Salazar
  patazstudio.com
 
 
  On Sat, Jun 9, 2012 at 2:59 PM, Thomas Dingesblen...@dingto.org
  wrote:
 
  I am not offended, but if you or someone else says that one of my
  commits broke something it's my obligation to check that and that takes
  time.
 
  All I did was a code cleanup, which removed some code inside Cycles,
  which simply does not affect general Texture pipeline at all.
  The reorganized textures in the Cycles Shading system are there since
  Cycles was in Trunk, and the Texture UI indeed is different between BI
  and Internal, something that is also present since Cycles is in Trunk...
 
  The Textur Workflow for that in Cycles is still WIP from what I remember
  though, Basic Color modification options for Textures still need to be
  added. For now just change back to Internal if you want to modify a
  texture and some fancy option there.
 
  Thomas
 
 
  Am 09.06.2012 22:34, schrieb Daniel Salazar - 3Developer.com:
  Wait, do you feel personally offended because i might have confused a
  problem with one of your commits and failed to point to the exact
  culprit?
  Im the idiot then, i never attacked you! Feel free to point me to the
  correct commit, however if you want to be offended i can do better than
  that :)
 
  Back to business, the issue is changing the rendering context seems to
  change the texture UI in all contexts. I can not link the old
 procedural
  textures to a modifier when cycles is enabled. This is a problem
 because
  blender internal textures are extremly powerful as stand alone textures
  (can do ramps and a lot more without nodes). This helps with uses
 outside
  of the shading system. This is why I ask, whats the plan? Are we
 leaving
  the old textures forever available for this uses? Im away from my pc
 but
  will do demo files later
 
  peace
 
  Daniel Salazar
  patazstudio.com
 
  --
  Thomas Dinges
  Blender Developer, Artist and Musician
 
  www.dingto.org
 
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [47629] trunk/blender/intern/cycles: Cycles / Cleanup:

2012-06-08 Thread Daniel Salazar - 3Developer.com
The textures used for modifiers, sculpting and other non material tasks
are severely limited by this commit. I can't even color ramp a texture
anymore! What's the plan here?

Daniel Salazar
patazstudio.com


On Fri, Jun 8, 2012 at 2:17 PM, Thomas Dinges blen...@dingto.org wrote:

 Revision: 47629

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=47629
 Author:   dingto
 Date: 2012-06-08 20:17:02 + (Fri, 08 Jun 2012)
 Log Message:
 ---
 Cycles / Cleanup:
 * All references to old textures should now be finally removed.

 Modified Paths:
 --
trunk/blender/intern/cycles/app/cycles_xml.cpp
trunk/blender/intern/cycles/render/nodes.cpp

 Modified: trunk/blender/intern/cycles/app/cycles_xml.cpp
 ===
 --- trunk/blender/intern/cycles/app/cycles_xml.cpp  2012-06-08
 19:57:28 UTC (rev 47628)
 +++ trunk/blender/intern/cycles/app/cycles_xml.cpp  2012-06-08
 20:17:02 UTC (rev 47629)
 @@ -392,9 +392,9 @@
snode = dist;
}
else if(string_iequals(node.name(), wave_texture)) {
 -   WaveTextureNode *wood = new WaveTextureNode();
 -   xml_read_enum(wood-type,
 WaveTextureNode::type_enum, node, type);
 -   snode = wood;
 +   WaveTextureNode *wave = new WaveTextureNode();
 +   xml_read_enum(wave-type,
 WaveTextureNode::type_enum, node, type);
 +   snode = wave;
}
else if(string_iequals(node.name(), normal)) {
snode = new NormalNode();

 Modified: trunk/blender/intern/cycles/render/nodes.cpp
 ===
 --- trunk/blender/intern/cycles/render/nodes.cpp2012-06-08
 19:57:28 UTC (rev 47628)
 +++ trunk/blender/intern/cycles/render/nodes.cpp2012-06-08
 20:17:02 UTC (rev 47629)
 @@ -695,7 +695,7 @@
  ShaderEnum WaveTextureNode::type_enum = wave_type_init();

  WaveTextureNode::WaveTextureNode()
 -: TextureNode(marble_texture)
 +: TextureNode(wave_texture)
  {
type = ustring(Bands);


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[Bf-committers] UV Selection and Display

2012-06-03 Thread Daniel Salazar - 3Developer.com
There's a workflow issue with UVs. Only the selected 3D faces are displayed
on the UV layout which can be fine sometimes and sometimes can be a problem

A way to solve this is to enable Syncronized selection between UVs and 3D
Faces. However you don't always wan't to sinc faces since it comes with a
few problems, one of them is that island selection won't work in sync mode.

I propose to add a separate Hide UVs from unselected faces option to the
UV editor

cheers

Daniel Salazar
patazstudio.com
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [47354] trunk/blender/intern/cycles/render /object.cpp: Cycles / Object Info Node:

2012-06-02 Thread Daniel Salazar - 3Developer.com
Weird indeed :s glad it's fixed now

Daniel Salazar
patazstudio.com


On Sat, Jun 2, 2012 at 3:04 PM, Thomas Dinges blen...@dingto.org wrote:

 Revision: 47354

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=47354
 Author:   dingto
 Date: 2012-06-02 21:04:16 + (Sat, 02 Jun 2012)
 Log Message:
 ---
 Cycles / Object Info Node:
 * The random output had a range from -0.5 to 0.5, added an offset of 0.5
 to bring it into the 0.0 / 1.0 range, which is in alignment with Shader
 Node Guidelines.
 Patch by Agustin Benavidez, thanks!

 Modified Paths:
 --
trunk/blender/intern/cycles/render/object.cpp

 Modified: trunk/blender/intern/cycles/render/object.cpp
 ===
 --- trunk/blender/intern/cycles/render/object.cpp   2012-06-02
 19:58:12 UTC (rev 47353)
 +++ trunk/blender/intern/cycles/render/object.cpp   2012-06-02
 21:04:16 UTC (rev 47354)
 @@ -164,7 +164,7 @@
float uniform_scale;
float surface_area = 0.0f;
float pass_id = ob-pass_id;
 -   float random_number = (float)ob-random_id *
 (1.0f/(float)0x);
 +   float random_number = (float)ob-random_id *
 (1.0f/(float)0x)+0.5f;

if(transform_uniform_scale(tfm, uniform_scale)) {
mapMesh*, float::iterator it =
 surface_area_map.find(mesh);

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Re: [Bf-committers] Icon svg file coming

2012-05-14 Thread Daniel Salazar - 3Developer.com
Great news!

Daniel Salazar
patazstudio.com


On Mon, May 14, 2012 at 2:01 AM, Ton Roosendaal t...@blender.org wrote:

 Hi,

 I've contacted the icon designer (Andrzej Ambroz), he will publish the svg
 file this week. Updated with new icons!

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46478] trunk/blender/source/blender/ editors/render/render_shading.c: fix: #31374 Wrong/ Missleading hint texts in material assig

2012-05-09 Thread Daniel Salazar - 3Developer.com
Also Material != Material Slot
Daniel Salazar
patazstudio.com


On Wed, May 9, 2012 at 1:03 PM, Campbell Barton ideasma...@gmail.comwrote:

 Don't think this is right, this operator applies to selected curves,
 nurbs, 3d text too.

 When being more general in these cases suggest to replace `faces` with
 `geometry`.

 On Wed, May 9, 2012 at 7:14 PM, Gaia Clary gaia.cl...@machinimatrix.org
 wrote:
  Revision: 46478
 
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=46478
  Author:   gaiaclary
  Date: 2012-05-09 17:14:16 + (Wed, 09 May 2012)
  Log Message:
  ---
  fix: #31374 Wrong/Missleading hint texts in material assignment.
 
  Modified Paths:
  --
 trunk/blender/source/blender/editors/render/render_shading.c
 
  Modified: trunk/blender/source/blender/editors/render/render_shading.c
  ===
  --- trunk/blender/source/blender/editors/render/render_shading.c
  2012-05-09 16:43:09 UTC (rev 46477)
  +++ trunk/blender/source/blender/editors/render/render_shading.c
  2012-05-09 17:14:16 UTC (rev 46478)
  @@ -208,7 +208,7 @@
 /* identifiers */
 ot-name = Assign Material Slot;
 ot-idname = OBJECT_OT_material_slot_assign;
  -   ot-description = Assign the material in the selected material
 slot to the selected vertices;
  +   ot-description = Assign active material to selected faces;
 
 /* api callbacks */
 ot-exec = material_slot_assign_exec;
  @@ -292,7 +292,7 @@
 /* identifiers */
 ot-name = Select Material Slot;
 ot-idname = OBJECT_OT_material_slot_select;
  -   ot-description = Select vertices assigned to the selected
 material slot;
  +   ot-description = Select all faces with active material;
 
 /* api callbacks */
 ot-exec = material_slot_select_exec;
  @@ -311,7 +311,7 @@
 /* identifiers */
 ot-name = Deselect Material Slot;
 ot-idname = OBJECT_OT_material_slot_deselect;
  -   ot-description = Deselect vertices assigned to the selected
 material slot;
  +   ot-description = Deselect all faces with active material;
 
 /* api callbacks */
 ot-exec = material_slot_deselect_exec;
 
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46478] trunk/blender/source/blender/ editors/render/render_shading.c: fix: #31374 Wrong/ Missleading hint texts in material assig

2012-05-09 Thread Daniel Salazar - 3Developer.com
Gaia a material slot is an ID that *can* point to a material. It's
incorrect to use the term material instead of material slot. This are all
operations that you can do with 0 materials

Daniel Salazar
patazstudio.com


On Wed, May 9, 2012 at 1:26 PM, Gaia gaia.cl...@machinimatrix.org wrote:

 Hi.
 Sorry, i was not aware of this.
 So what about this:

 Assign active material to selection
 Select by active material
 Deselect by active material

 however i have some questions:

 - What does a material assignment to a curve do ?
 - can i assign multiple materials to curves/text/nurbs ?

 Gaia


 On 09.05.2012 21:03, Campbell Barton wrote:
  Don't think this is right, this operator applies to selected curves,
  nurbs, 3d text too.
 
  When being more general in these cases suggest to replace `faces` with
  `geometry`.
 
  On Wed, May 9, 2012 at 7:14 PM, Gaia Clarygaia.cl...@machinimatrix.org
  wrote:
  Revision: 46478
 
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=46478
  Author:   gaiaclary
  Date: 2012-05-09 17:14:16 + (Wed, 09 May 2012)
  Log Message:
  ---
  fix: #31374 Wrong/Missleading hint texts in material assignment.
 
  Modified Paths:
  --
  trunk/blender/source/blender/editors/render/render_shading.c
 
  Modified: trunk/blender/source/blender/editors/render/render_shading.c
  ===
  --- trunk/blender/source/blender/editors/render/render_shading.c
  2012-05-09 16:43:09 UTC (rev 46477)
  +++ trunk/blender/source/blender/editors/render/render_shading.c
  2012-05-09 17:14:16 UTC (rev 46478)
  @@ -208,7 +208,7 @@
  /* identifiers */
  ot-name = Assign Material Slot;
  ot-idname = OBJECT_OT_material_slot_assign;
  -   ot-description = Assign the material in the selected material
 slot to the selected vertices;
  +   ot-description = Assign active material to selected faces;
 
  /* api callbacks */
  ot-exec = material_slot_assign_exec;
  @@ -292,7 +292,7 @@
  /* identifiers */
  ot-name = Select Material Slot;
  ot-idname = OBJECT_OT_material_slot_select;
  -   ot-description = Select vertices assigned to the selected
 material slot;
  +   ot-description = Select all faces with active material;
 
  /* api callbacks */
  ot-exec = material_slot_select_exec;
  @@ -311,7 +311,7 @@
  /* identifiers */
  ot-name = Deselect Material Slot;
  ot-idname = OBJECT_OT_material_slot_deselect;
  -   ot-description = Deselect vertices assigned to the selected
 material slot;
  +   ot-description = Deselect all faces with active material;
 
  /* api callbacks */
  ot-exec = material_slot_deselect_exec;
 
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46478] trunk/blender/source/blender/ editors/render/render_shading.c: fix: #31374 Wrong/ Missleading hint texts in material assig

2012-05-09 Thread Daniel Salazar - 3Developer.com
Sounds fine :)

Daniel Salazar
patazstudio.com


On Wed, May 9, 2012 at 1:31 PM, Gaia gaia.cl...@machinimatrix.org wrote:

 so would this be ok ?

 Assign active material slot to selection
 Select by active material slot
 Deselect by active material slot

 cheers,
 Gaia


 On 09.05.2012 21:29, Daniel Salazar - 3Developer.com wrote:
  Gaia a material slot is an ID that *can* point to a material. It's
  incorrect to use the term material instead of material slot. This are all
  operations that you can do with 0 materials
 
  Daniel Salazar
  patazstudio.com
 
 
  On Wed, May 9, 2012 at 1:26 PM, Gaiagaia.cl...@machinimatrix.org
  wrote:
 
  Hi.
  Sorry, i was not aware of this.
  So what about this:
 
  Assign active material to selection
  Select by active material
  Deselect by active material
 
  however i have some questions:
 
  - What does a material assignment to a curve do ?
  - can i assign multiple materials to curves/text/nurbs ?
 
  Gaia
 
 
  On 09.05.2012 21:03, Campbell Barton wrote:
  Don't think this is right, this operator applies to selected curves,
  nurbs, 3d text too.
 
  When being more general in these cases suggest to replace `faces` with
  `geometry`.
 
  On Wed, May 9, 2012 at 7:14 PM, Gaia Clary
 gaia.cl...@machinimatrix.org
wrote:
  Revision: 46478
 
 
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=46478
  Author:   gaiaclary
  Date: 2012-05-09 17:14:16 + (Wed, 09 May 2012)
  Log Message:
  ---
  fix: #31374 Wrong/Missleading hint texts in material assignment.
 
  Modified Paths:
  --
   trunk/blender/source/blender/editors/render/render_shading.c
 
  Modified: trunk/blender/source/blender/editors/render/render_shading.c
  ===
  --- trunk/blender/source/blender/editors/render/render_shading.c
2012-05-09 16:43:09 UTC (rev 46477)
  +++ trunk/blender/source/blender/editors/render/render_shading.c
2012-05-09 17:14:16 UTC (rev 46478)
  @@ -208,7 +208,7 @@
   /* identifiers */
   ot-name = Assign Material Slot;
   ot-idname = OBJECT_OT_material_slot_assign;
  -   ot-description = Assign the material in the selected
 material
  slot to the selected vertices;
  +   ot-description = Assign active material to selected faces;
 
   /* api callbacks */
   ot-exec = material_slot_assign_exec;
  @@ -292,7 +292,7 @@
   /* identifiers */
   ot-name = Select Material Slot;
   ot-idname = OBJECT_OT_material_slot_select;
  -   ot-description = Select vertices assigned to the selected
  material slot;
  +   ot-description = Select all faces with active material;
 
   /* api callbacks */
   ot-exec = material_slot_select_exec;
  @@ -311,7 +311,7 @@
   /* identifiers */
   ot-name = Deselect Material Slot;
   ot-idname = OBJECT_OT_material_slot_deselect;
  -   ot-description = Deselect vertices assigned to the selected
  material slot;
  +   ot-description = Deselect all faces with active material;
 
   /* api callbacks */
   ot-exec = material_slot_deselect_exec;
 
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Re: [Bf-committers] Proposal on Default Settings

2012-05-06 Thread Daniel Salazar - 3Developer.com
I would like uno being handled like GIMP does: a minimum undo levels
(regardless of memory used, ie: 5 steps) and a maximum memory used
(regardless of how many steps that is, ie: 1024MB)


Daniel Salazar
patazstudio.com


On Sun, May 6, 2012 at 3:07 PM, Campbell Barton ideasma...@gmail.comwrote:

 On Mon, May 7, 2012 at 4:04 AM, Alberto Torres kungfoo...@gmail.com
 wrote:
  Hello,
 
  Yes, please to:
  - Continuous grab. I would change it for 3D views so the mouse doesn't
  wrap inside the area but inside the whole window, but it's not
  important.

 There are 2 reasons to wrap grab within the space (and not the entire
 window)
 - If you wrap within the window. executing a tool can leave the mouse
 over a different space type, where hitting a key will perform some
 unexpected operation. (3d view to sequencer for eg).
 - When a window spans 2+ monitors, its actually quite annoying when
 the mouse ends up over on the far side of the screen.

 So I prefer not to change this.

 The main reason this option was disabled by default was because of
 tablet input (which most users set to absolute positioning) cant be
 wrapped usefully.
 Today I committed a fix so tablet events dont get wrapped (on X11),
 support needs to be added for OSX and windows still.
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Re: [Bf-committers] Blender developer meeting notes, 29 april 2012

2012-04-29 Thread Daniel Salazar - 3Developer.com
yes!! numpy should be part of python everywhere! :) cool idea. And of
course the rest of the topics are super exciting too! I'll test drive Tiles
:D

kisses,
Daniel Salazar
patazstudio.com


On Sun, Apr 29, 2012 at 9:27 AM, Ton Roosendaal t...@blender.org wrote:

 Hi all,

 1) Blender 2.63 release

 - Everyone congratulations with release and BMesh completion!

 - As usual a lot of new bug reports streamed in. Campbell Barton mentions
 that several crucial fixes have been done already, it might require to do a
 2.63a release.

 - Proposal: decide next sunday meeting, and if we do make an 'a' we
 backport the bug fixes to 2.63-release branch.

 - Campbell will add the bug fix list in wiki, on the release page (later).
 http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63


 2) Other projects

 - Jeroen Bakker: New compositor project (tiles) is almost finished. It's
 a target for 2.64.

 - Jeroen does a call for testers, preferably by artists who like to be
 closely (day to day) involved with checking fixes, feedback functionality
 and especially to help doing docs and videos! (Christian Krupa already
 volunteered, more welcome!)

 - Note, there's a special tracker for the compositor project! Jeroen
 expected 100s, not 2!
 http://projects.blender.org/tracker/?atid=524group_id=9func=browse

 - Ed Halley: New Outline modifier in progress
 http://www.youtube.com/watch?v=Y5_huJm5vVo

 - Campbell added wire frame tool (in Face menu) to make solid wires:
 http://www.pasteall.org/pic/show.php?id=30973
 http://www.pasteall.org/pic/show.php?id=30971

 - Joerg Mueller will relicense his Audaspace as LGPL (2 or later). He will
 carefully check if everyone who added code there agrees.

 - Nicholas Bishop uploaded Sculpt masking for review:
  http://codereview.appspot.com/6135048/

 - Thomas Dinges is testing the new  CUDA Toolkit 4.2 now, with support for
 the new Keppler cards (GTX 6xx).

 - Campbell proposes to include the Python math module Numpy (1 MB),
 ensuring it won't affect startup times.

 3) Google summer of Code

 - Students welcome! Make sure you are signed up for the mailing lists
 (bf-committers, bf-blender-cvs).

 - Based on last year's success, we'll put students together in branches;
 to ensure they keep committing working and tested code!

 - Branch naming proposal:
 http://img138.imageshack.us/img138/6532/ss20120429095415.png
 (But, Empanada gets merged with Bratwurst! Sorry Argentina :)


 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] Animation editor context

2012-04-10 Thread Daniel Salazar - 3Developer.com
Hi, in animation editors is essential to display everything there is in the
scene, visibility not important. This for general re-timing tasks

Daniel Salazar
patazstudio.com


On Tue, Apr 10, 2012 at 2:49 AM, Lukas Tönne lukas.toe...@googlemail.comwrote:

 Currently the animation editor does not support node groups. This is
 because the animation editor filters any possible channel set based on
 the active context, i.e. mostly scene, world and the active object.
 This works fine for any data block that is uniquely associated to an
 object (i.e. you can get from object to ID block anim data
 unambiguously). Correct me if i'm wrong here, since i don't have a
 whole lot of animation experience :)

 The problem is that some data blocks might not necessarily have this
 kind of direct connection to objects (point in case: node groups). As
 long as a base node tree is reachable, one could simply list anim data
 for all the node groups in that node tree, but this could get pretty
 messy once groups inside groups come into play and the number of
 animated node groups increases.

 One possible solution could be to base the display of node animation
 data on the visible node editors, rather than the active object. I.e.
 instead of going along the object-material-node_tree path for shader
 nodes or scene-node_tree for compositor, the graph/dopesheet/nla
 editor would display channels for the currently visible node editors.

 Since the node editor has an explicit active node tree (either the
 base tree or some edited group), this would give much more control
 over the display of node animation data. After all it is not of much
 use to display animation data for a node tree without actually seeing
 the tree (or so it seems to me). I'd also like to point out that the
 upcoming node groups patch [1] supports node tree pinning, i.e. a node
 editor can then display a node tree independent of the current context
 and selection.

 Does this sound like a reasonable idea? Or are there design problems
 i'm overlooking?

 Regards,
 Lukas


 [1]

 https://www.gitorious.org/~lukastoenne/blenderprojects/blender-lukastoenne/commits/node-groups-upgrade
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-10 Thread Daniel Salazar - 3Developer.com
I'd prefer a popup menu asking which channel to connect to after dragging a
link to a collapsed node. At least this way it's not totally invisible!

Daniel Salazar
patazstudio.com


On Tue, Apr 10, 2012 at 4:16 AM, Lukas Tönne lukas.toe...@googlemail.comwrote:

  What about de-collapsing a node while connecting ?

 Hmm, i don't know, that seems rather complicated. This kind of
 behavior is bound to cause problems, since un-collapsing the node
 would shift all socket positions in turn, etc. Let's keep it simple!
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-08 Thread Daniel Salazar - 3Developer.com
Connecting to some random nameless socket was not good either..

-1

Daniel Salazar
patazstudio.com


On Sun, Apr 8, 2012 at 2:13 PM, Davis Sorenson davis.soren...@gmail.comwrote:

 You're not the only one. :)

 I can also confirm this is very confusing, I nearly reported a bug the
 first time I came across this (I think I eventually figured it out). I
 don't think this should be a default.

 Davis

 On Sun, Apr 8, 2012 at 11:03 PM, Bartek Skorupa 
 bartekskor...@bartekskorupa.com wrote:

  Hello,
 
  Am I the only one who hates auto hide sockets when we hit H to collapse
  the node?
  Collapsing the node doesn't mean that I will not want to connect anything
  to it later.
  In older versions of Blender when we hit H - the node was collapsed but
 we
  had the access to its sockets.
  Now when I hit H - the node becomes useless.
  If I want to connect anything to it I have to first unhide it, then
  connect something to it, then hide it again. It's frustrating because I
  have to go through some unnecessary steps just to make a simple
 connection.
  Please tell me - am I the only one?
 
  Cheers
 
  Bartek Skorupa
 
  www.bartekskorupa.com
 
 
 
 
 
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-08 Thread Daniel Salazar - 3Developer.com
What's wrong you ask? this is what's wrong

http://www.pasteall.org/pic/29809

unless you're a psychic how do you know what each of those sockets is!

Daniel Salazar
patazstudio.com


On Sun, Apr 8, 2012 at 3:15 PM, Bartek Skorupa 
bartekskor...@bartekskorupa.com wrote:

 If I understand you correctly you mean not being able to select individual
 socket and connect to the selected one?
 If so - I've been fighting for bringing this feature back for some time
 now.
 In 2.49 we could simply select the output socket of one node, input socket
 of another node, hit F and BAM - connection created.
 Now it's gone.
 Imagine node group with 17 outputs and another node group with 17 inputs.
 Let's now connect output 7 of first group to input 16 of second group...
 You have to drag the connection holding down the mouse button.
 It's ok when your groups are placed close to each other, but that's not
 always the case.

 or:

 We have Render Layer input node with several passes.
 Let's connect AO pass to 5 inputs of 5 other nodes.
 It would be great to be able to select AO output socket then shift select
 ALL of the inputs, hit F and have all 5 connections.

 and once again: Please, please, please don't force me to unhide every node
 to make a connection by auto hiding unused sockets in collapsed nodes.
 What was wrong with leaving the option to the user? If I really wanted to
 hide unused sockets I could hit Ctl-H.


 Bartek Skorupa

 www.bartekskorupa.com




 On 2012-04-08, at 22:19, Daniel Salazar - 3Developer.com wrote:

  Connecting to some random nameless socket was not good either..

 -1

 Daniel Salazar
 patazstudio.com


 On Sun, Apr 8, 2012 at 2:13 PM, Davis Sorenson davis.soren...@gmail.com
 **wrote:

  You're not the only one. :)

 I can also confirm this is very confusing, I nearly reported a bug the
 first time I came across this (I think I eventually figured it out). I
 don't think this should be a default.

 Davis

 On Sun, Apr 8, 2012 at 11:03 PM, Bartek Skorupa 
 bartekskorupa@bartekskorupa.**com bartekskor...@bartekskorupa.com
 wrote:

  Hello,

 Am I the only one who hates auto hide sockets when we hit H to collapse
 the node?
 Collapsing the node doesn't mean that I will not want to connect
 anything
 to it later.
 In older versions of Blender when we hit H - the node was collapsed but

 we

 had the access to its sockets.
 Now when I hit H - the node becomes useless.
 If I want to connect anything to it I have to first unhide it, then
 connect something to it, then hide it again. It's frustrating because I
 have to go through some unnecessary steps just to make a simple

 connection.

 Please tell me - am I the only one?

 Cheers

 Bartek Skorupa

 www.bartekskorupa.com





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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-08 Thread Daniel Salazar - 3Developer.com
Easy, because Lukas will read this thread and say HEY! I could make the
sockets visible of only the nodes close to the mouse when hovering over
them :D

Daniel Salazar
patazstudio.com


On Sun, Apr 8, 2012 at 3:27 PM, Bartek Skorupa 
bartekskor...@bartekskorupa.com wrote:

 In many cases I do. Believe it or not :-)
 If I don't like such collapsed node, I can hit Ctl-H and unused sockets
 are hidden.
 It was so up till 2.61.
 Let me then ask another question:

 What's good with this one?
 http://www.pasteall.org/pic/**29810 http://www.pasteall.org/pic/29810

 How would you connect those nodes?


 Bartek Skorupa

 www.bartekskorupa.com




 On 2012-04-08, at 23:20, Daniel Salazar - 3Developer.com wrote:

  What's wrong you ask? this is what's wrong

 http://www.pasteall.org/pic/**29809 http://www.pasteall.org/pic/29809

 unless you're a psychic how do you know what each of those sockets is!

 Daniel Salazar
 patazstudio.com


 On Sun, Apr 8, 2012 at 3:15 PM, Bartek Skorupa 
 bartekskorupa@bartekskorupa.**com bartekskor...@bartekskorupa.com
 wrote:

  If I understand you correctly you mean not being able to select
 individual
 socket and connect to the selected one?
 If so - I've been fighting for bringing this feature back for some time
 now.
 In 2.49 we could simply select the output socket of one node, input
 socket
 of another node, hit F and BAM - connection created.
 Now it's gone.
 Imagine node group with 17 outputs and another node group with 17 inputs.
 Let's now connect output 7 of first group to input 16 of second group...
 You have to drag the connection holding down the mouse button.
 It's ok when your groups are placed close to each other, but that's not
 always the case.

 or:

 We have Render Layer input node with several passes.
 Let's connect AO pass to 5 inputs of 5 other nodes.
 It would be great to be able to select AO output socket then shift select
 ALL of the inputs, hit F and have all 5 connections.

 and once again: Please, please, please don't force me to unhide every
 node
 to make a connection by auto hiding unused sockets in collapsed nodes.
 What was wrong with leaving the option to the user? If I really wanted to
 hide unused sockets I could hit Ctl-H.


 Bartek Skorupa

 www.bartekskorupa.com




 On 2012-04-08, at 22:19, Daniel Salazar - 3Developer.com wrote:

 Connecting to some random nameless socket was not good either..


 -1

 Daniel Salazar
 patazstudio.com


 On Sun, Apr 8, 2012 at 2:13 PM, Davis Sorenson 
 davis.soren...@gmail.com
 **wrote:

 You're not the only one. :)


 I can also confirm this is very confusing, I nearly reported a bug the
 first time I came across this (I think I eventually figured it out). I
 don't think this should be a default.

 Davis

 On Sun, Apr 8, 2012 at 11:03 PM, Bartek Skorupa 
 bartekskorupa@bartekskorupa.com 
 bartekskorupa@bartekskorupa.**combartekskor...@bartekskorupa.com
 
 wrote:

 Hello,


 Am I the only one who hates auto hide sockets when we hit H to
 collapse
 the node?
 Collapsing the node doesn't mean that I will not want to connect
 anything
 to it later.
 In older versions of Blender when we hit H - the node was collapsed
 but

  we

  had the access to its sockets.
 Now when I hit H - the node becomes useless.
 If I want to connect anything to it I have to first unhide it, then
 connect something to it, then hide it again. It's frustrating because
 I
 have to go through some unnecessary steps just to make a simple

  connection.

  Please tell me - am I the only one?

 Cheers

 Bartek Skorupa

 www.bartekskorupa.com





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Re: [Bf-committers] Build error

2012-03-29 Thread Daniel Salazar - 3Developer.com
Disable WITH_MOD_CLOTH_ELTOPO

cheers

Daniel Salazar
patazstudio.com


On Thu, Mar 29, 2012 at 7:20 PM, Reuben Martin reube...@gmail.com wrote:


 I've been having this build error the last couple days. SVN is up-to-date.

 -Reuben


 Log:

 [ 17%] Building C object
 source/blender/blenkernel/CMakeFiles/bf_blenkernel.dir/intern/collision.c.o
 source/blender/blenkernel/intern/collision.c: In function ‘edgepair_cmp’:
 source/blender/blenkernel/intern/collision.c:636:19: warning:
 initialization discards qualifiers from pointer target type
 source/blender/blenkernel/intern/collision.c:636:28: warning:
 initialization discards qualifiers from pointer target type
 source/blender/blenkernel/intern/collision.c:638:6: warning: unused
 variable ‘keysb’
 source/blender/blenkernel/intern/collision.c: In function
 ‘cloth_edge_collision’:
 source/blender/blenkernel/intern/collision.c:681:2: warning:
 initialization from incompatible pointer type
 source/blender/blenkernel/intern/collision.c:681:2: warning:
 initialization from incompatible pointer type
 source/blender/blenkernel/intern/collision.c:681:2: warning:
 initialization from incompatible pointer type
 source/blender/blenkernel/intern/collision.c:681:2: warning:
 initialization from incompatible pointer type
 source/blender/blenkernel/intern/collision.c:681:2: warning:
 initialization from incompatible pointer type
 source/blender/blenkernel/intern/collision.c:681:2: warning:
 initialization from incompatible pointer type
 source/blender/blenkernel/intern/collision.c:794:5: warning: passing
 argument 2 of ‘sub_v3_v3v3’ from incompatible pointer type
 source/blender/blenlib/intern/math_vector_inline.c:294:14: note: expected
 ‘const float *’ but argument is of type ‘void **’
 source/blender/blenkernel/intern/collision.c:794:5: warning: passing
 argument 3 of ‘sub_v3_v3v3’ from incompatible pointer type
 source/blender/blenlib/intern/math_vector_inline.c:294:14: note: expected
 ‘const float *’ but argument is of type ‘void **’
 source/blender/blenkernel/intern/collision.c:795:5: warning: passing
 argument 2 of ‘sub_v3_v3v3’ from incompatible pointer type
 source/blender/blenlib/intern/math_vector_inline.c:294:14: note: expected
 ‘const float *’ but argument is of type ‘void **’
 source/blender/blenkernel/intern/collision.c:795:5: warning: passing
 argument 3 of ‘sub_v3_v3v3’ from incompatible pointer type
 source/blender/blenlib/intern/math_vector_inline.c:294:14: note: expected
 ‘const float *’ but argument is of type ‘void **’
 source/blender/blenkernel/intern/collision.c:804:5: warning: passing
 argument 2 of ‘copy_v3_v3’ from incompatible pointer type
 source/blender/blenlib/intern/math_vector_inline.c:65:14: note: expected
 ‘const float *’ but argument is of type ‘void **’
 source/blender/blenkernel/intern/collision.c:805:5: warning: passing
 argument 2 of ‘copy_v3_v3’ from incompatible pointer type
 source/blender/blenlib/intern/math_vector_inline.c:65:14: note: expected
 ‘const float *’ but argument is of type ‘void **’
 source/blender/blenkernel/intern/collision.c:809:5: error: implicit
 declaration of function ‘eltopo_line_line_moving_isect_v3v3_f’
 source/blender/blenkernel/intern/collision.c:778:16: warning: unused
 variable ‘collp2’
 source/blender/blenkernel/intern/collision.c:778:8: warning: unused
 variable ‘collp1’
 source/blender/blenkernel/intern/collision.c:680:8: warning: unused
 variable ‘n1’
 source/blender/blenkernel/intern/collision.c:673:9: warning: unused
 variable ‘distance’
 source/blender/blenkernel/intern/collision.c:672:15: warning: unused
 variable ‘verts1’
 source/blender/blenkernel/intern/collision.c: In function
 ‘cloth_collision_response_moving’:
 source/blender/blenkernel/intern/collision.c:948:8: warning: unused
 variable ‘epsilon2’
 source/blender/blenkernel/intern/collision.c:946:15: warning: unused
 variable ‘v2’
 source/blender/blenkernel/intern/collision.c:945:28: warning: unused
 variable ‘u3’
 source/blender/blenkernel/intern/collision.c:945:24: warning: unused
 variable ‘u2’
 source/blender/blenkernel/intern/collision.c:945:20: warning: unused
 variable ‘u1’
 source/blender/blenkernel/intern/collision.c: In function ‘tripair_cmp’:
 source/blender/blenkernel/intern/collision.c:1131:18: warning:
 initialization discards qualifiers from pointer target type
 source/blender/blenkernel/intern/collision.c:1131:27: warning:
 initialization discards qualifiers from pointer target type
 source/blender/blenkernel/intern/collision.c:1133:6: warning: unused
 variable ‘keysb’
 source/blender/blenkernel/intern/collision.c: In function
 ‘cloth_point_tri_moving_v3v3_f’:
 source/blender/blenkernel/intern/collision.c:1182:2: error: implicit
 declaration of function ‘eltopo_point_tri_moving_v3v3_f’
 source/blender/blenkernel/intern/collision.c: In function
 ‘cloth_collision’:
 source/blender/blenkernel/intern/collision.c:1198:21: warning: unused
 variable ‘p’
 source/blender/blenkernel/intern/collision.c:1198:8: warning: unused
 

Re: [Bf-committers] Bevel modifier weight per edges

2012-03-20 Thread Daniel Salazar - 3Developer.com
(N)umeric panel, Transform Tab

Daniel Salazar
patazstudio.com



On Tue, Mar 20, 2012 at 11:45 PM, Eugene Minov minov@gmail.com wrote:
 Hi,

 I have one question.
 I'm curious is there a standard way to set bevel weight per edges for bevel
 modifier in the blender version 2.62?

 I know that there's a special script for this purpose for blender version
 2.57 only (Edge Tools).
 I used to and very liked this feature when I used that script in the old
 version of blender and I thought
 maybe that possibility appears now, when bmesh branch was merged.

 If there's no such a possibility then can please someone explain to me the
 reasons why and is there any plans for it.
 I tried to look in the google for it but found nothing so far.
 And I'm sorry if the answer is obvious and already exist in somewhere.

 Thanks!
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [44872] trunk/blender: Add partial visibility operator including keymaps and menu items.

2012-03-14 Thread Daniel Salazar - 3Developer.com
great! just a minor suggestion, I think it should be Shift + H for border
show so it's the same as regular hide tools

cheers

Daniel Salazar
patazstudio.com
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Re: [Bf-committers] Reference counting, deleting data and fake users

2012-03-14 Thread Daniel Salazar - 3Developer.com
-1 I like the new default. However the UI could be made more comunicative
about this, instead of displaying just a 0 it could somehow say this is
going to be deleted, not sure how yet but will give it a thought

Daniel Salazar
patazstudio.com


On Wed, Mar 14, 2012 at 12:40 PM, Tom Edwards cont...@steamreview.orgwrote:

 This is a problem specific to Actions. An object can have any number of
 relevant Actions, but it can only _use_ one at a time. Shameless plug:
 there's a patch at
 http://projects.blender.org/tracker/index.php?func=detailaid=28453
 that fixes this problem.

 It's possible to get into this situation with other data types, but that
 requires the user to do advanced things like manually change an object's
 data or to explicitly delete the datablock.

 On 14/03/2012 6:20, Antony Riakiotakis wrote:
  Interesting ranting post on blenderartists about data lost due to user
  not setting fake user on datablock.
 
 
 http://blenderartists.org/forum/showthread.php?248813-MAJOR-BUG-in-2.62-loosing-Actions/page1
 
  The point is, in my opinion: Should the user care about the number of
  datablock references? This looks like something that would concern the
  reference counting system of a memory manager/garbage collector rather
  than users.
 
  This would not have been a problem if we had an explicit way to delete
  data and data always stayed in blender even after closing the program.
  A user will usually want his data to stay if he creates it and go if
  he deletes it. Currently there are two problems with the approach we
  have: 1) You have to close the program to delete all unreferenced data
  and 2) You can't create a library of datablocks without explicitly
  setting a fake user, which is not the best of options.
 
  I realize this might have been a popular theme of debate but I am not
  up to the facts. Is this a design choice or simply not  implemented
  yet? Is this part of the asset browser project?
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Re: [Bf-committers] Sculpting UI issue

2012-03-14 Thread Daniel Salazar - 3Developer.com
I'm with Nick, the addition was obvious and needed, I think this is just a
coder art issue :)

what about something like this

http://www.pasteall.org/pic/show.php?id=28433

cheers

Daniel Salazar
patazstudio.com


On Wed, Mar 14, 2012 at 4:35 PM, Antony Riakiotakis kal...@gmail.comwrote:

 Maybe I am old fashioned but I find the newer labeled text easier to
 find and read. Discerning the name among different shapes is a bit
 confusing to the eye.
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Re: [Bf-committers] Sculpting UI issue

2012-03-14 Thread Daniel Salazar - 3Developer.com
Yep that was a quick overlay in gimp :)

cheers

Daniel Salazar
patazstudio.com


On Wed, Mar 14, 2012 at 4:57 PM, Martin Poirier the...@yahoo.com wrote:

 If the level of transparency can be controlled, with a nice default (maybe
 a bit less transparent than what you have there, Smooth and Nudge are still
 hard to read), then everyone can have it their way.

 Martin




 
  From: Daniel Salazar - 3Developer.com zan...@gmail.com
 To: bf-blender developers bf-committers@blender.org
 Sent: Wednesday, March 14, 2012 6:39:21 PM
 Subject: Re: [Bf-committers] Sculpting UI issue
 
 I'm with Nick, the addition was obvious and needed, I think this is just a
 coder art issue :)
 
 what about something like this
 
 http://www.pasteall.org/pic/show.php?id=28433
 
 cheers
 
 Daniel Salazar
 patazstudio.com
 
 
 On Wed, Mar 14, 2012 at 4:35 PM, Antony Riakiotakis kal...@gmail.com
 wrote:
 
  Maybe I am old fashioned but I find the newer labeled text easier to
  find and read. Discerning the name among different shapes is a bit
  confusing to the eye.
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[Bf-committers] Build fails with cmake

2012-03-13 Thread Daniel Salazar - 3Developer.com
here's the log

http://www.pasteall.org/30014

Daniel Salazar
patazstudio.com
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [44713] trunk/blender/source/blender/ editors/space_view3d/view3d_edit.c: Another mango request: Ctrl-MMB zoom in camera view

2012-03-07 Thread Daniel Salazar - 3Developer.com
nice, however feels a bit stepped

Daniel Salazar
patazstudio.com



On Wed, Mar 7, 2012 at 12:34 PM, Sergey Sharybin sergey@gmail.com wrote:
 Revision: 44713
          
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=44713
 Author:   nazgul
 Date:     2012-03-07 18:34:16 + (Wed, 07 Mar 2012)
 Log Message:
 ---
 Another mango request: Ctrl-MMB zoom in camera view
 It makes it much easier to zoom in camera view using the tablet.

 Modified Paths:
 --
    trunk/blender/source/blender/editors/space_view3d/view3d_edit.c

 Modified: trunk/blender/source/blender/editors/space_view3d/view3d_edit.c
 ===
 --- trunk/blender/source/blender/editors/space_view3d/view3d_edit.c     
 2012-03-07 18:27:12 UTC (rev 44712)
 +++ trunk/blender/source/blender/editors/space_view3d/view3d_edit.c     
 2012-03-07 18:34:16 UTC (rev 44713)
 @@ -356,7 +356,7 @@
        float viewquat[4]; /* working copy of rv3d-viewquat */
        float trackvec[3];
        float mousevec[3]; /* dolly only */
 -       float reverse, dist0;
 +       float reverse, dist0, camzoom0;
        float grid, far;
        short axis_snap; /* view rotate only */

 @@ -416,6 +416,7 @@
        ED_view3d_camera_lock_init(vod-v3d, vod-rv3d);

        vod-dist0= rv3d-dist;
 +       vod-camzoom0= rv3d-camzoom;
        copy_qt_qt(vod-viewquat, rv3d-viewquat);
        copy_qt_qt(vod-oldquat, rv3d-viewquat);
        vod-origx= vod-oldx= event-x;
 @@ -1468,7 +1469,18 @@
  static void viewzoom_apply(ViewOpsData *vod, int x, int y, const short 
 viewzoom, const short zoom_invert)
  {
        float zfac=1.0;
 +       short use_cam_zoom;

 +       use_cam_zoom = (vod-rv3d-persp==RV3D_CAMOB)  
 !(vod-rv3d-is_persp  ED_view3d_camera_lock_check(vod-v3d, vod-rv3d));
 +
 +       if (use_cam_zoom) {
 +               float delta;
 +               delta = (x - vod-origx + y - vod-origy) / 10.0f;
 +               vod-rv3d-camzoom = vod-camzoom0 + delta;
 +
 +               if (vod-rv3d-camzoom  RV3D_CAMZOOM_MAX)
 +                       vod-rv3d-camzoom = RV3D_CAMZOOM_MAX;
 +       }
        if (viewzoom==USER_ZOOM_CONT) {
                double time= PIL_check_seconds_timer();
                float time_step= (float)(time - vod-timer_lastdraw);
 @@ -1516,12 +1528,20 @@
                        SWAP(float, len1, len2);
                }

 -               zfac = vod-dist0 * (2.0f * ((len2/len1)-1.0f) + 1.0f) / 
 vod-rv3d-dist;
 +               if (use_cam_zoom) {
 +                       zfac = vod-camzoom0 * (2.0f * ((len2/len1)-1.0f) + 
 1.0f) / vod-rv3d-camzoom;
 +                       zfac = 0;
 +               }
 +               else {
 +                       zfac = vod-dist0 * (2.0f * ((len2/len1)-1.0f) + 
 1.0f) / vod-rv3d-dist;
 +               }
        }

 -       if (zfac != 1.0f  zfac*vod-rv3d-dist  0.001f * vod-grid 
 -                       zfac * vod-rv3d-dist  10.0f * vod-far)
 -               view_zoom_mouseloc(vod-ar, zfac, vod-oldx, vod-oldy);
 +       if (!use_cam_zoom) {
 +               if (zfac != 1.0f  zfac*vod-rv3d-dist  0.001f * vod-grid 
 
 +                               zfac * vod-rv3d-dist  10.0f * vod-far)
 +                       view_zoom_mouseloc(vod-ar, zfac, vod-oldx, 
 vod-oldy);
 +       }

        /* these limits were in old code too */
        if (vod-rv3d-dist0.001f * vod-grid) vod-rv3d-dist= 0.001f * 
 vod-grid;

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Re: [Bf-committers] 3D Cursor and Border Select

2012-03-02 Thread Daniel Salazar - 3Developer.com
Ok, however leaving cursor set to LMB click still leaves the original
problem, moving the 3D cursor around without wanting to, this happens
to pros and more even to newbies

Daniel Salazar
patazstudio.com



On Fri, Mar 2, 2012 at 7:12 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 I propose to accept what Campbell suggests now, this will be fine for 
 everyone.
 Next to that I'll contact the UI team to get either new members or to get 
 reactivated more.

 This and next week my time is fully reserved to get the Mango team installed 
 and working here though. So, give me a couple of weeks? I really like to get 
 this done well, it's not being ignored. :)

 Laters,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 27 Feb, 2012, at 17:30, Campbell Barton wrote:

 In this case it looks like LMB-Click-Drag can be border select and
 LMB-Click can be cursor set. (fine for pro's and new users IMHO).

 But have to say I disagree with the rationale that blender should
 default to some new user friendly config (ei - dumbed down).

 Pro's/Advanced users still...
 * do tutorials (which will likely use defaults)
 * like to sit down on someone elses workstation and be productive
 without messing about with key-configs.
 * update blender without having to worry about conflicts in their key-config.

 of course anyone with really specialist workflow may want to modify
 their key config but dont think its reasonable to put advanced users
 at a disadvantage by giving them defaults which mainly focus teething
 pains for new users.

 On Tue, Feb 28, 2012 at 1:53 AM, Jonathan Williamson
 jonat...@cgcookie.com wrote:
 I think one of the key points in this whole discussion, that Daniel 
 originally brought up, is how the 3D Cursor setting causes many problems 
 for new users trying to learn Blender. Frankly, it doesn't really matter 
 how the professionals want it because we have the keymaps, as others have 
 said. Professionals will change the keys to their liking but new users 
 won't; particularly those with no 3D experience.

 Whenever I'm teaching completely new users the 3D Cursor is one of the 
 things they struggle with the most. They mostly struggle with it because 
 they don't understand what it really is or what it is used for but they 
 constantly, inadvertently moving it around and thus misplacing every object 
 they add to the scene. Mike Pan and I saw this constantly during our recent 
 workshop in India.

 --
 Jonathan Williamson
 Education Manager and Instructor
 CG Cookie, Inc
 http://cgcookie.com


 On Monday, February 27, 2012 at 6:59 AM, Yousef Hurfoush wrote:


 hi

 Blender has a certain behind its workflowso, what is the philosophy 
 behind pressing b every second?


 Regards
 Yousef Harfoush
 ba...@msn.com (mailto:ba...@msn.com)
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Re: [Bf-committers] 3D Cursor and Border Select

2012-03-02 Thread Daniel Salazar - 3Developer.com
Jorge you're welcome to start your own thread on this suggestions
since they have nothing to do with mine

cheers

Daniel Salazar
patazstudio.com



On Fri, Mar 2, 2012 at 6:47 PM, Jorge Rodriguez jo...@lunarworkshop.com wrote:
 On Fri, Mar 2, 2012 at 4:33 PM, Harley Acheson 
 harley.ache...@gmail.comwrote:

  I would like the team to consider turning the 3D cursor off by default.

 I would be happy just to *lock* it in place.

 I use it and love it, but it is never where I want it when I need it
 because
 I'm always accidentally moving it around.  So just a lock cursor would
 be great.


 I was thinking about binding a button to turning it on and off so that it's
 easy to get out of your way and bring it back when desired.

 --
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 jo...@lunarworkshop.com
 twitter: VinoBS
 919.757.3066
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Re: [Bf-committers] 3D Cursor and Border Select

2012-03-02 Thread Daniel Salazar - 3Developer.com
Your proposal is empty. disable 3d cursor and do something better
wont add to this discussion. I'd be interested in hearing a full
proposal from you in another thread

cheers

Daniel Salazar
patazstudio.com



On Fri, Mar 2, 2012 at 7:04 PM, Jorge Rodriguez jo...@lunarworkshop.com wrote:
 The thread is named 3D Cursor and Border Select and I am discussing a
 solution to your problem of the 3D cursor which you described in your first
 post:

 On Sat, Feb 25, 2012 at 4:29 PM, Daniel Salazar - 3Developer.com 
 zan...@gmail.com wrote:

 In my personal use experience and more importantly when teaching to
 students setting the 3D cursor with LMB click is one of the main
 sources of headaches.


 Seems relevant to me :)

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Re: [Bf-committers] 3D Cursor and Border Select

2012-03-02 Thread Daniel Salazar - 3Developer.com
I kinda feel that just reveals that the setting of the 3d cursor is
too easy and in the way of regular navigation. i don't think an
option to disable cursor setting functionality is the right way, just
make it not so intrusive like with double click :)

On Fri, Mar 2, 2012 at 7:24 PM, David Silverman
silvermindy...@gmail.com wrote:
 I always thought that a check box next to the cursor coordinates in the
 view properties  panel (N? T?) to lock it at origin was obvious feature
 missing.  +1
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Re: [Bf-committers] 3D Cursor and Border Select

2012-02-29 Thread Daniel Salazar - 3Developer.com
Damir, if you want to start a discussion about selection please do it
in another thread

cheers

Daniel Salazar
patazstudio.com



On Wed, Feb 29, 2012 at 12:15 AM, Damir Prebeg blend.fact...@gmail.com wrote:
 Hi Ton,

 Yes, I know that I can select an outliner item with right click but
 that's not what I want to point out. You say that LMB in Blender means
 action. But isn't selection of an object some sort of action?

 Problem for Beginner(TM) is not only that Blender uses RMB for
 selection, problem is that we have different mouse behaviors for
 different window types in the same application. I see that every time
 when I try to teach somebody basics of Blender. They all have problem
 with stupid jumping red-white circle with cross in the middle.

 When I've started with Blender it was pretty hard for me to get use to
 that right click selection so I always switched to LMB. I use tablet
 now so beside other tablet problems that's not an issue for me any
 more.

 To cut the... If we want RMB to be default selection button, let's
 make it default in all window types. But personally, I sill don't see
 any reason whatsoever not to use LMB as every other app on the market.

 On 28 February 2012 20:22, Ton Roosendaal t...@blender.org wrote:
 Hi,

 And Beginner(TM) doesn't understand why he have to use RMB to select
 object in 3D View and LMB to select that same object in Outliner. Why?

 The outliner can show anything, from scenes to bones and renderlayers.
 Every item in this outliner is selectable with RMB. This allows operations 
 on it.

 Using the LMB in blender means Action. That's in the outliner many things, 
 like enter editmode (on mesh icon) or drag stuff away from it, or open/close 
 hierarchies, or selection of objects.

 This selection operation is just like using a button. It can be anything in 
 fact, it's a generic system (hardcoded now) that can be extended freely. 
 Could be keymap or python once...

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 28 Feb, 2012, at 13:54, Carsten Wartmann wrote:

 Am 28.02.2012 09:17, schrieb Damir Prebeg:
 When Beginner(TM) finally accepts RMB, he tries to border/circle
 select objects and he press B/C and RMB to select more objects...
 ups... wait... you can't use RMB to border/circle select objects, you
 have to use good old LMB to do that. Why?

 Yes.

 And Beginner(TM) doesn't understand why he have to use RMB to select
 object in 3D View and LMB to select that same object in Outliner. Why?

 And why you border select in the Filewindow with LMB! And select with LMB.

 In old Blenders this was also RMB (like in 3D View).

 Best Regards,
 Carsten
 --
 Carsten Wartmann: Autor - Dozent - 3D - Grafik
 Homepage:         http://blenderbuch.de/
 Das Blender-Buch: http://blenderbuch.de/redirect.html
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[Bf-committers] 3D Cursor and Border Select

2012-02-25 Thread Daniel Salazar - 3Developer.com
In my personal use experience and more importantly when teaching to
students setting the 3D cursor with LMB click is one of the main
sources of headaches. Cursor just moves around every second on the
student's files

What I do is set it to double click, this makes it harder to set by
mistake while being just as simple to set when needed

Also this enables me to change border select behavior to be just click
and drag, no need for pressing B, which is the expected behavior by
everyone it seems

I'd like to propose this changes to be made as soon as possible

cheers

Daniel Salazar
patazstudio.com
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Re: [Bf-committers] 3D Cursor and Border Select

2012-02-25 Thread Daniel Salazar - 3Developer.com
Thanks for the quick reply Jonathan, what do you think about border
select being just drag?

Also on the same line I'd ask for Shift +C (reset 3D cursor) to *not*
move the view, it seems it does some strange combination of view all +
view cursor. I propose for this tool to only center the 3D cursor

Daniel Salazar
patazstudio.com



On Sat, Feb 25, 2012 at 6:36 PM, Jonathan Williamson
jonat...@cgcookie.com wrote:
 I could not agree more. The 3D cursor is such a great tool but it takes new 
 users a while to get comfortable with it. Having it set as left click does 
 nothing but make it harder, particularly when using manipulators.

 Jonathan Williamson
 http://blendercookie.com
 http://mavenseed.com

 On Feb 25, 2012, at 6:29 PM, Daniel Salazar - 3Developer.com 
 zan...@gmail.com wrote:

 In my personal use experience and more importantly when teaching to
 students setting the 3D cursor with LMB click is one of the main
 sources of headaches. Cursor just moves around every second on the
 student's files

 What I do is set it to double click, this makes it harder to set by
 mistake while being just as simple to set when needed

 Also this enables me to change border select behavior to be just click
 and drag, no need for pressing B, which is the expected behavior by
 everyone it seems

 I'd like to propose this changes to be made as soon as possible

 cheers

 Daniel Salazar
 patazstudio.com
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Re: [Bf-committers] 3D Cursor and Border Select

2012-02-25 Thread Daniel Salazar - 3Developer.com
Agreed about shift + drag = negative box select

About the centering, well let's just leave it for later so we can keep
moving with the proposal, I just think there's home key for centering
all

cheers!

Daniel Salazar
patazstudio.com



On Sat, Feb 25, 2012 at 7:00 PM, Jonathan Williamson
jonat...@cgcookie.com wrote:
 I actually like that Shift C also centers the view, I use it for this all the 
 time.

 I think making border select just drag makes nothing but sense, it's one of 
 the few things that's consistent in almost all software.

 Along with changing it to drag, I would also propose making it the same as 
 lasso select such that you deselect with Shift Drag rather than middle click 
 and drag. Ives always felt it was odd these behaved differently. Using Shift 
 for deselect makes it more friendly for track pads and mice without a wheel.

 Jonathan Williamson
 http://blendercookie.com
 http://mavenseed.com

 On Feb 25, 2012, at 6:42 PM, Mike Erwin significant@gmail.com wrote:

 Whether or not this becomes default, I'm changing mine right now.
 Thanks for the idea!

 Mike Erwin
 musician, naturalist, pixel pusher, hacker extraordinaire
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Re: [Bf-committers] 3D Cursor and Border Select

2012-02-25 Thread Daniel Salazar - 3Developer.com
Either way what if you want to center your view but not resetting your
3D cursor? You might be used to this strange behavior but it is not
optimal

Daniel Salazar
patazstudio.com



On Sat, Feb 25, 2012 at 11:52 PM, Jonathan Williamson
jonat...@cgcookie.com wrote:
 Except that many laptops do not have an easy home key and the home key is not 
 a fast key to press when using the left hand on the keyboard and right hand 
 on the mouse regimen.


 Jonathan Williamson
 http://blendercookie.com
 http://mavenseed.com

 On Feb 25, 2012, at 11:43 PM, Mikhail Raisler mira...@ya.ru wrote:

 Agree.

 And Shift+C behavior is awful, must be only Reset Cursor since we have Home 
 key to View All.


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Re: [Bf-committers] 3D Cursor and Border Select

2012-02-25 Thread Daniel Salazar - 3Developer.com
Good point Jason, anyway please lets keep this on topic for the main
changes we're proposing since we seem to agree

Daniel Salazar
patazstudio.com



On Sun, Feb 26, 2012 at 12:06 AM, Jason van Gumster
ja...@handturkeystudios.com wrote:
 Am I the only one who uses Shift+S-Cursor to Center?

 Mikhail Raisler mira...@ya.ru wrote:

 Never mind how, but Center Cursor and View All must be a separate keys, I 
 agree if Center of cursor goes to Home key or Ctrl+C etc.
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Re: [Bf-committers] Fluid Sim Status

2012-01-22 Thread Daniel Salazar - 3Developer.com
I've compiled a small list of simple improvements for the fluid sim,
probably suitable for new coders. One of them was already done by
Aligorith yesterday! If anyone wants to add anything do tell

https://docs.google.com/document/d/1Jc8htb8RM-ebUzO0jOPWMjWcupMf0zyKRN89vfMf4iA/edit?hl=en_US

Daniel Salazar
patazstudio.com



On Thu, Jan 19, 2012 at 6:48 AM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
  I've been informed this feature is commented out in the code. This is
 really bad news, time control is a fundamental feature for the fluid sim.
 Please could this be solved ASAP?

 Daniel Salazar
 patazstudio.com



 On Wed, Jan 18, 2012 at 7:30 PM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:

 It get's worst, I was about to animate the time factor and it seems it's
 gone in 2.5 together with the viscosity factor!


 http://wiki.blender.org/index.php/Doc:2.4/Manual/Physics/Fluid#Animating_Fluid_Property_Changes

 really bad time to figure this out :s

 Daniel Salazar
 patazstudio.com



 On Wed, Jan 18, 2012 at 1:42 PM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:

 Thank you, that's exactly the reason. I have asked Pete Larabell to
 investigate about limiting total volume instead of a single single side
 resolution. Seems like the logical way of doing it specially for non cubic
 domains!

 Daniel Salazar
 patazstudio.com



 On Wed, Jan 18, 2012 at 6:47 AM, Brecht Van Lommel
 brechtvanlom...@pandora.be wrote:

 The simulation scale limit should be safe to remove. The resolution
 limit has a reason, the fluid sim code uses 32 bit int's for indexing,
 and those will overflow with too high resolution. At least if there
 are 1024^3 cells I think that is roughly the limit when the domain is
 a cube. A domain with resolution  1024 in one dimension but lower in
 the others might work, when the total number of cells is still smaller
 than 1024^3.

 Brecht.

 On Wed, Jan 18, 2012 at 7:10 AM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
  So nobody is interested or available? Do I need to pull strings
  harder? :)
  I'm talking minor fixes and improvements at first.
 
  Daniel Salazar
  patazstudio.com
 
  On Sun, Jan 15, 2012 at 4:32 PM, Daniel Salazar - 3Developer.com 
  zan...@gmail.com wrote:
 
   I'm a regular user of the fluid sim since it's integration in
  Blender
  and I'm not liking the current state of it. Not even bug reports are
  taken care of. I find the sim is really good and an essential part of
  my work. I'd like to see what can be done to give it a much needed
  push. Are any interested developers around?
 
  A couple of specific issues I think I could solve my self but need
  clearance first are: Resolution is clamped to 1024, why? can I safely
  increase it? Simulation Scale is clamped to only 10m, again why? can
  I
  change it?
 
  Daniel Salazar
  patazstudio.com
 
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